DRG-Femboy-Voice/Source/FSD/Public/SpecialEventBlueprintLibrary.h
2025-04-15 12:39:31 -07:00

39 lines
1.6 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "ESchematicType.h"
#include "SpecialEventBlueprintLibrary.generated.h"
class UObject;
class UPlayerCharacterID;
class USchematic;
UCLASS(Blueprintable)
class USpecialEventBlueprintLibrary : public UBlueprintFunctionLibrary {
GENERATED_BODY()
public:
USpecialEventBlueprintLibrary();
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static USchematic* TryGivePendingReward(UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static void StorePendingReward(UObject* WorldContextObject, const TArray<USchematic*>& schematicsToChooseFrom);
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static void SpawnEventRewardFrame(UObject* WorldContextObject, FVector Location);
UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
static bool HasPendingReward(UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static TArray<USchematic*> GetSpecialEventsRewardSchematics(UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static USchematic* FindRandomSchematicForCharacter(UObject* WorldContextObject, UPlayerCharacterID* characterID, ESchematicType SchematicType);
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static void ClearPendingReward(UObject* WorldContextObject);
};