RealtimeStyleTransferRuntime/Source/LyraGame/Messages/LyraNotificationMessage.h

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2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "NativeGameplayTags.h"
#include "LyraNotificationMessage.generated.h"
LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Lyra_AddNotification_Message);
class APlayerController;
class APlayerState;
// A message destined for a transient log (e.g., an elimination feed or inventory pickup stream)
USTRUCT(BlueprintType)
struct LYRAGAME_API FLyraNotificationMessage
{
GENERATED_BODY()
// The destination channel
UPROPERTY(BlueprintReadWrite, Category=Notification)
FGameplayTag TargetChannel;
// The target player (if none is set then it will display for all local players)
UPROPERTY(BlueprintReadWrite, Category=Notification)
APlayerState* TargetPlayer = nullptr;
// The message to display
UPROPERTY(BlueprintReadWrite, Category=Notification)
FText PayloadMessage;
// Extra payload specific to the target channel (e.g., a style or definition asset)
UPROPERTY(BlueprintReadWrite, Category=Notification)
FGameplayTag PayloadTag;
// Extra payload specific to the target channel (e.g., a style or definition asset)
UPROPERTY(BlueprintReadWrite, Category=Notification)
UObject* PayloadObject = nullptr;
};