#pragma once #include "CoreMinimal.h" #include "TutorialComponent.h" #include "TutorialHint.h" #include "TutorialHintComponent.generated.h" class UObject; UCLASS(Abstract, Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UTutorialHintComponent : public UTutorialComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FTutorialHint Hint; public: UTutorialHintComponent(); protected: UFUNCTION(BlueprintCallable) void SetRemainingVisibleTime(float remainingTime); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext")) bool IsSingleplayer(UObject* WorldContext) const; UFUNCTION(BlueprintCallable) void ChangeHint(const FTutorialHint& NewHint); };