[AUTOMERGE]

#UE4 Disambiguating delegates. FSpawnActorDelegate was both in AbilityTasks and GameplayTasks.

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2606535 by Bob.Tellez on 2015/06/30 17:34:41.

[CL 2606541 by Bob Tellez in Main branch]
This commit is contained in:
Bob Tellez
2015-06-30 17:35:24 -04:00
committed by Bob.Tellez@epicgames.com
parent 187010f123
commit aabe3d4bdd
@@ -3,7 +3,7 @@
#include "GameplayTask.h"
#include "GameplayTask_SpawnActor.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpawnActorDelegate, AActor*, SpawnedActor);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FGameplayTaskSpawnActorDelegate, AActor*, SpawnedActor);
/**
* Convenience task for spawning actors (optionally limiting the spawning to the network authority). If not the net authority, we will not spawn
@@ -24,11 +24,11 @@ class UGameplayTask_SpawnActor : public UGameplayTask
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FSpawnActorDelegate Success;
FGameplayTaskSpawnActorDelegate Success;
/** Called when we can't spawn: on clients or potentially on server if they fail to spawn (rare) */
UPROPERTY(BlueprintAssignable)
FSpawnActorDelegate DidNotSpawn;
FGameplayTaskSpawnActorDelegate DidNotSpawn;
/** Spawn new Actor on the network authority (server) */
UFUNCTION(BlueprintCallable, Category = "GameplayTasks", meta = (DisplayName="Spawn Actor for Gameplay Task", AdvancedDisplay = "TaskOwner, bSpawnOnlyOnAuthority", DefaultToSelf = "TaskOwner", BlueprintInternalUseOnly = "TRUE"))