#pragma once #include "CoreMinimal.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "ClaimableRewardEntry.h" #include "PromotionRewardsLibrary.generated.h" class APlayerController; class UObject; UCLASS(Blueprintable) class UPromotionRewardsLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UPromotionRewardsLibrary(); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext")) static bool HasPendingPromotionRewards(UObject* WorldContext); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext")) static bool ClaimPromotionRewards(UObject* WorldContext, APlayerController* PlayerController, TArray& OutRewards, bool& OutFirstPromotion); };