#pragma once #include "CoreMinimal.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "VictoryPoseFunctionLibrary.generated.h" class UObject; class UPlayerCharacterID; class UVictoryPose; UCLASS(Blueprintable) class UVictoryPoseFunctionLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UVictoryPoseFunctionLibrary(); UFUNCTION(BlueprintCallable, BlueprintPure) static bool IsRandomVictoryPose(UVictoryPose* VictoryPose); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) static TArray GetOwnedVictoryPoses(UObject* WorldContextObject, UPlayerCharacterID* characterID); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject")) static UVictoryPose* GetEquippedVictoryPose(UObject* WorldContextObject, UPlayerCharacterID* characterID); };