#pragma once #include "CoreMinimal.h" #include "Blueprint/UserWidget.h" #include "PerkHUDWidget.generated.h" class AFSDPlayerState; class APlayerCharacter; class UPerkAsset; UCLASS(Abstract, Blueprintable, EditInlineNew) class UPerkHUDWidget : public UUserWidget { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPerkAsset* PerkAsset; public: UPerkHUDWidget(); UFUNCTION(BlueprintCallable) void SetPerkAsset(UPerkAsset* InPerk); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void ReceivePerkAssetChanged(); public: UFUNCTION(BlueprintCallable, BlueprintPure) AFSDPlayerState* GetFSDPlayerState() const; UFUNCTION(BlueprintCallable, BlueprintPure) APlayerCharacter* GetCharacter() const; };