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TG_ARPG/Plugins/CommonGame/Source/Public/Actions/AsyncAction_PushContentToLayerForPlayer.h

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// 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"
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#define UE_API COMMONGAME_API
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class APlayerController;
class UCommonActivatableWidget;
class UObject;
struct FFrame;
struct FStreamableHandle;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPushContentToLayerForPlayerAsyncDelegate, UCommonActivatableWidget*, UserWidget);
/**
*
*/
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UCLASS(MinimalAPI, BlueprintType)
class UAsyncAction_PushContentToLayerForPlayer : public UCancellableAsyncAction
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{
GENERATED_UCLASS_BODY()
public:
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UE_API virtual void Cancel() override;
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta=(WorldContext = "WorldContextObject", BlueprintInternalUseOnly="true"))
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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);
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UE_API virtual void Activate() override;
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public:
UPROPERTY(BlueprintAssignable)
FPushContentToLayerForPlayerAsyncDelegate BeforePush;
UPROPERTY(BlueprintAssignable)
FPushContentToLayerForPlayerAsyncDelegate AfterPush;
private:
FGameplayTag LayerName;
bool bSuspendInputUntilComplete = false;
TWeakObjectPtr<APlayerController> OwningPlayerPtr;
TSoftClassPtr<UCommonActivatableWidget> WidgetClass;
TSharedPtr<FStreamableHandle> StreamingHandle;
};
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#undef UE_API