| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class FDelegateHandle; | |
| class UGameInstance; | |
| class UObject; | |
| struct FGameFeatureActivatingContext; | |
| struct FGameFeatureDeactivatingContext; | |
| struct FGameFeatureStateChangeContext; | |
| struct FWorldContext; | |
| /** | |
| * Base class for GameFeatureActions that wish to do something world specific. | |
| */ | |
| UCLASS(Abstract) | |
| class UGameFeatureAction_WorldActionBase : public UGameFeatureAction | |
| { | |
| GENERATED_BODY() | |
| public: | |
| //~ Begin UGameFeatureAction interface | |
| virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context) override; | |
| virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override; | |
| //~ End UGameFeatureAction interface | |
| private: | |
| void HandleGameInstanceStart(UGameInstance* GameInstance, FGameFeatureStateChangeContext ChangeContext); | |
| /** Override with the action-specific logic */ | |
| virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) PURE_VIRTUAL(UGameFeatureAction_WorldActionBase::AddToWorld,); | |
| private: | |
| TMap<FGameFeatureStateChangeContext, FDelegateHandle> GameInstanceStartHandles; | |
| }; | |