2022-05-23 18:41:30 +00:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameplayTagContainer.h"
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2022-09-13 07:18:28 +00:00
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#include "Internationalization/Text.h"
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2022-05-23 18:41:30 +00:00
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#include "NativeGameplayTags.h"
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2022-05-23 18:41:30 +00:00
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#include "LyraNotificationMessage.generated.h"
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class UObject;
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LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Lyra_AddNotification_Message);
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class APlayerState;
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// A message destined for a transient log (e.g., an elimination feed or inventory pickup stream)
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USTRUCT(BlueprintType)
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struct LYRAGAME_API FLyraNotificationMessage
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{
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GENERATED_BODY()
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// The destination channel
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UPROPERTY(BlueprintReadWrite, Category=Notification)
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FGameplayTag TargetChannel;
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// The target player (if none is set then it will display for all local players)
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UPROPERTY(BlueprintReadWrite, Category=Notification)
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TObjectPtr<APlayerState> TargetPlayer = nullptr;
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// The message to display
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UPROPERTY(BlueprintReadWrite, Category=Notification)
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FText PayloadMessage;
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// Extra payload specific to the target channel (e.g., a style or definition asset)
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UPROPERTY(BlueprintReadWrite, Category=Notification)
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FGameplayTag PayloadTag;
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// Extra payload specific to the target channel (e.g., a style or definition asset)
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UPROPERTY(BlueprintReadWrite, Category=Notification)
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TObjectPtr<UObject> PayloadObject = nullptr;
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};
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