| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class AGameStateBase; | |
| class ULyraExperienceDefinition; | |
| class UWorld; | |
| struct FFrame; | |
| DECLARE_DYNAMIC_MULTICAST_DELEGATE(FExperienceReadyAsyncDelegate); | |
| /** | |
| * Asynchronously waits for the game state to be ready and valid and then calls the OnReady event. Will call OnReady | |
| * immediately if the game state is valid already. | |
| */ | |
| UCLASS() | |
| class UAsyncAction_ExperienceReady : public UBlueprintAsyncActionBase | |
| { | |
| GENERATED_UCLASS_BODY() | |
| public: | |
| // Waits for the experience to be determined and loaded | |
| UFUNCTION(BlueprintCallable, meta=(WorldContext = "WorldContextObject", BlueprintInternalUseOnly="true")) | |
| static UAsyncAction_ExperienceReady* WaitForExperienceReady(UObject* WorldContextObject); | |
| virtual void Activate() override; | |
| public: | |
| // Called when the experience has been determined and is ready/loaded | |
| UPROPERTY(BlueprintAssignable) | |
| FExperienceReadyAsyncDelegate OnReady; | |
| private: | |
| void Step1_HandleGameStateSet(AGameStateBase* GameState); | |
| void Step2_ListenToExperienceLoading(AGameStateBase* GameState); | |
| void Step3_HandleExperienceLoaded(const ULyraExperienceDefinition* CurrentExperience); | |
| void Step4_BroadcastReady(); | |
| TWeakObjectPtr<UWorld> WorldPtr; | |
| }; | |