#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "TutorialManager.generated.h" class AFSDPlayerController; class APlayerCharacter; class UFSDSaveGame; class UTutorialComponent; UCLASS(Abstract, Blueprintable) class ATutorialManager : public AActor { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MinimumTimeBetweenTutorials; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ResetTutorialsOnStart; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ShowTutorialsDebug; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr PlayerController; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr PlayerCharacter; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr SaveGame; UPROPERTY(EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true)) TArray> Tutorials; UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr ActiveTutorial; public: ATutorialManager(); };