#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "ExampleUpdatedDelegateDelegate.h" #include "ExampleActor.generated.h" UCLASS(Blueprintable) class AExampleActor : public AActor { GENERATED_BODY() public: UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FExampleUpdatedDelegate OnExampleUpdatedEvent; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Field; public: AExampleActor(); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_ExampleFunction(); UFUNCTION(BlueprintCallable, Client, Reliable) void Client_ExampleFunction(); UFUNCTION(BlueprintCallable, NetMulticast, Unreliable) void All_ExampleFunction(); };