// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "GameplayTagContainer.h" #include "Internationalization/Text.h" #include "NativeGameplayTags.h" #include "LyraNotificationMessage.generated.h" class UObject; LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Lyra_AddNotification_Message); 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) TObjectPtr 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) TObjectPtr PayloadObject = nullptr; };