October3d55/M/LowEntryExtStdLib/Source/LowEntryExtendedStandardLib.../Public/ClassesLatentAction/LowEntryLatentActionNone.h

49 lines
1.3 KiB
C++

// Copyright Low Entry. Apache License, Version 2.0.
#pragma once
#include "CoreMinimal.h"
#include "DelayAction.h"
#include "LowEntryLatentActionNone.generated.h"
UCLASS(BlueprintType)
class LOWENTRYEXTENDEDSTANDARDLIBRARY_API ULowEntryLatentActionNone : public UObject
{
GENERATED_UCLASS_BODY()
public:
static ULowEntryLatentActionNone* Create();
public:
UPROPERTY()
bool Finished = false;
UPROPERTY()
int32 KeepAliveCount = 0;
/**
* Waits till the latent action is done.
*/
UFUNCTION(BlueprintCallable, Category = "Low Entry|Extended Standard Library|Latent Action|None", meta = (Latent, WorldContext = "WorldContextObject", LatentInfo = "LatentInfo", DisplayName = "Wait Till Done", Keywords = "untill for end finished complete completion"))
void WaitTillDone(UObject* WorldContextObject, FLatentActionInfo LatentInfo);
void LatentActionDone();
/**
* Causes the latent action to be done.
*/
UFUNCTION(BlueprintCallable, Category = "Low Entry|Extended Standard Library|Latent Action|None", Meta = (DisplayName = "Done", Keywords = "end finished complete completion"))
void Done();
/**
* Returns true if the latent action is done.
*/
UFUNCTION(BlueprintPure, Category = "Low Entry|Extended Standard Library|Latent Action|None", Meta = (DisplayName = "Is Done", Keywords = "end finished complete completion"))
bool IsDone();
};