Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Public/DelayForFramesLatentAction.h
bryan sefcik de1956f47b Ran IWYU on Public headers under Engine/Source/Developer/...
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]
2022-07-20 12:03:45 -04:00

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;
};