File size: 1,939 Bytes
4331f83 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintAsyncActionBase.h"
#include "UObject/ObjectPtr.h"
#include "AsyncAction_ShowConfirmation.generated.h"
enum class ECommonMessagingResult : uint8;
class FText;
class UCommonGameDialogDescriptor;
class ULocalPlayer;
struct FFrame;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCommonMessagingResultMCDelegate, ECommonMessagingResult, Result);
/**
* Allows easily triggering an async confirmation dialog in blueprints that you can then wait on the result.
*/
UCLASS()
class UAsyncAction_ShowConfirmation : public UBlueprintAsyncActionBase
{
GENERATED_UCLASS_BODY()
public:
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject"))
static UAsyncAction_ShowConfirmation* ShowConfirmationYesNo(
UObject* InWorldContextObject, FText Title, FText Message
);
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject"))
static UAsyncAction_ShowConfirmation* ShowConfirmationOkCancel(
UObject* InWorldContextObject, FText Title, FText Message
);
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject"))
static UAsyncAction_ShowConfirmation* ShowConfirmationCustom(
UObject* InWorldContextObject, UCommonGameDialogDescriptor* Descriptor
);
virtual void Activate() override;
public:
UPROPERTY(BlueprintAssignable)
FCommonMessagingResultMCDelegate OnResult;
private:
void HandleConfirmationResult(ECommonMessagingResult ConfirmationResult);
UPROPERTY(Transient)
TObjectPtr<UObject> WorldContextObject;
UPROPERTY(Transient)
TObjectPtr<ULocalPlayer> TargetLocalPlayer;
UPROPERTY(Transient)
TObjectPtr<UCommonGameDialogDescriptor> Descriptor;
};
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