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ArenaFPS/Plugins/CommonGame/Source/Public/Actions/AsyncAction_CreateWidgetAsync.h
2025-11-17 21:49:11 +00:00

56 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/CancellableAsyncAction.h"
#include "UObject/SoftObjectPtr.h"
#include "AsyncAction_CreateWidgetAsync.generated.h"
#define UE_API COMMONGAME_API
class APlayerController;
class UGameInstance;
class UUserWidget;
class UWorld;
struct FFrame;
struct FStreamableHandle;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCreateWidgetAsyncDelegate, UUserWidget*, UserWidget);
/**
* Load the widget class asynchronously, the instance the widget after the loading completes, and return it on OnComplete.
*/
UCLASS(MinimalAPI, BlueprintType)
class UAsyncAction_CreateWidgetAsync : public UCancellableAsyncAction
{
GENERATED_UCLASS_BODY()
public:
UE_API virtual void Cancel() override;
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta=(WorldContext = "WorldContextObject", BlueprintInternalUseOnly="true"))
static UE_API UAsyncAction_CreateWidgetAsync* CreateWidgetAsync(UObject* WorldContextObject, TSoftClassPtr<UUserWidget> UserWidgetSoftClass, APlayerController* OwningPlayer, bool bSuspendInputUntilComplete = true);
UE_API virtual void Activate() override;
public:
UPROPERTY(BlueprintAssignable)
FCreateWidgetAsyncDelegate OnComplete;
private:
void OnWidgetLoaded();
FName SuspendInputToken;
TWeakObjectPtr<APlayerController> OwningPlayer;
TWeakObjectPtr<UWorld> World;
TWeakObjectPtr<UGameInstance> GameInstance;
bool bSuspendInputUntilComplete;
TSoftClassPtr<UUserWidget> UserWidgetSoftClass;
TSharedPtr<FStreamableHandle> StreamingHandle;
};
#undef UE_API