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

56 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/CancellableAsyncAction.h"
#include "GameplayTagContainer.h"
#include "UObject/SoftObjectPtr.h"
#include "AsyncAction_PushContentToLayerForPlayer.generated.h"
#define UE_API COMMONGAME_API
class APlayerController;
class UCommonActivatableWidget;
class UObject;
struct FFrame;
struct FStreamableHandle;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPushContentToLayerForPlayerAsyncDelegate, UCommonActivatableWidget*, UserWidget);
/**
*
*/
UCLASS(MinimalAPI, BlueprintType)
class UAsyncAction_PushContentToLayerForPlayer : public UCancellableAsyncAction
{
GENERATED_UCLASS_BODY()
public:
UE_API virtual void Cancel() override;
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta=(WorldContext = "WorldContextObject", BlueprintInternalUseOnly="true"))
static UE_API UAsyncAction_PushContentToLayerForPlayer* PushContentToLayerForPlayer(APlayerController* OwningPlayer, UPARAM(meta = (AllowAbstract=false)) TSoftClassPtr<UCommonActivatableWidget> WidgetClass, UPARAM(meta = (Categories = "UI.Layer")) FGameplayTag LayerName, bool bSuspendInputUntilComplete = true);
UE_API virtual void Activate() override;
public:
UPROPERTY(BlueprintAssignable)
FPushContentToLayerForPlayerAsyncDelegate BeforePush;
UPROPERTY(BlueprintAssignable)
FPushContentToLayerForPlayerAsyncDelegate AfterPush;
private:
FGameplayTag LayerName;
bool bSuspendInputUntilComplete = false;
TWeakObjectPtr<APlayerController> OwningPlayerPtr;
TSoftClassPtr<UCommonActivatableWidget> WidgetClass;
TSharedPtr<FStreamableHandle> StreamingHandle;
};
#undef UE_API