#pragma once #include "CoreMinimal.h" #include "Net/OnlineBlueprintCallProxyBase.h" #include "BlueprintGetFriendsListDelegateDelegate.h" #include "GetFriendsListBlueprintCallProxy.generated.h" class UGetFriendsListBlueprintCallProxy; class UObject; UCLASS(Blueprintable) class UGetFriendsListBlueprintCallProxy : public UOnlineBlueprintCallProxyBase { GENERATED_BODY() public: UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBlueprintGetFriendsListDelegate OnSuccess; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FBlueprintGetFriendsListDelegate OnFailure; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UObject* WorldContextObject; UGetFriendsListBlueprintCallProxy(); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static UGetFriendsListBlueprintCallProxy* GetFriendsList(UObject* NewWorldContextObject, const FString& ListName); };