55 lines
1.4 KiB
C
55 lines
1.4 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Kismet/BlueprintAsyncActionBase.h"
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#include "NetworkReplayStreaming.h"
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#include "AsyncAction_QueryReplays.generated.h"
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class AGameStateBase;
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class UGameInstance;
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class APlayerController;
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class ALyraPlayerState;
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class INetworkReplayStreamer;
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class ULyraReplayList;
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class ULyraReplayListEntry;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FQueryReplayAsyncDelegate, ULyraReplayList*, Results);
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/**
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* Watches for team changes in the specified player controller
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*/
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UCLASS()
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class UAsyncAction_QueryReplays : public UBlueprintAsyncActionBase
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{
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GENERATED_BODY()
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public:
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UAsyncAction_QueryReplays(const FObjectInitializer& ObjectInitializer);
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// Watches for team changes in the specified player controller
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UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true"))
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static UAsyncAction_QueryReplays* QueryReplays(APlayerController* PlayerController);
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virtual void Activate() override;
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public:
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// Called when the replay query completes
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UPROPERTY(BlueprintAssignable)
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FQueryReplayAsyncDelegate QueryComplete;
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private:
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void OnEnumerateStreamsComplete(const FEnumerateStreamsResult& Result);
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private:
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UPROPERTY()
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ULyraReplayList* ResultList;
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TWeakObjectPtr<APlayerController> PlayerController;
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TSharedPtr<INetworkReplayStreamer> ReplayStreamer;
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};
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