You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed. #ushell-cherrypick of 21064294 by bryan.sefcik #jira #preflight 62d5c2111062f2e63015e598 #ROBOMERGE-OWNER: bryan.sefcik #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21155249 via CL 21158121 via CL 21161259 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21182053 by bryan sefcik in ue5-main branch]
32 lines
810 B
C++
32 lines
810 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
#pragma once
|
|
|
|
#include "Containers/UnrealString.h"
|
|
#include "CoreMinimal.h"
|
|
#include "HAL/Platform.h"
|
|
#include "LatentActions.h"
|
|
#include "UObject/NameTypes.h"
|
|
#include "UObject/WeakObjectPtr.h"
|
|
|
|
struct FLatentActionInfo;
|
|
|
|
class FDelayForFramesLatentAction : public FPendingLatentAction
|
|
{
|
|
public:
|
|
FDelayForFramesLatentAction(const FLatentActionInfo& LatentInfo, int32 NumFrames);
|
|
virtual ~FDelayForFramesLatentAction();
|
|
|
|
virtual void UpdateOperation(FLatentResponse& Response) override;
|
|
|
|
#if WITH_EDITOR
|
|
// Returns a human readable description of the latent operation's current state
|
|
virtual FString GetDescription() const override;
|
|
#endif
|
|
|
|
private:
|
|
FName ExecutionFunction;
|
|
int32 OutputLink;
|
|
FWeakObjectPtr CallbackTarget;
|
|
int32 FramesRemaining;
|
|
};
|