Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Private/DelayForFramesLatentAction.cpp
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

29 lines
850 B
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "DelayForFramesLatentAction.h"
#include "Engine/LatentActionManager.h"
FDelayForFramesLatentAction::FDelayForFramesLatentAction(const FLatentActionInfo& LatentInfo, int32 NumFrames)
: ExecutionFunction(LatentInfo.ExecutionFunction)
, OutputLink(LatentInfo.Linkage)
, CallbackTarget(LatentInfo.CallbackTarget)
, FramesRemaining(NumFrames)
{
}
FDelayForFramesLatentAction::~FDelayForFramesLatentAction()
{
}
void FDelayForFramesLatentAction::UpdateOperation(FLatentResponse& Response)
{
--FramesRemaining;
Response.FinishAndTriggerIf(FramesRemaining <= 0, ExecutionFunction, OutputLink, CallbackTarget);
}
#if WITH_EDITOR
FString FDelayForFramesLatentAction::GetDescription() const
{
return FString::Printf(TEXT("Delay (%d frames remaining)"), FramesRemaining);
}
#endif