// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "GameFramework/Info.h" #include "MassReplicationTypes.h" #include "Engine/World.h" #include "MassClientBubbleInfoBase.generated.h" #define UE_API MASSREPLICATION_API struct FMassClientBubbleSerializerBase; /** The info actor base class that provides the actual replication */ UCLASS(MinimalAPI) class AMassClientBubbleInfoBase : public AInfo { GENERATED_BODY() public: UE_API AMassClientBubbleInfoBase(const FObjectInitializer& ObjectInitializer); UE_API void SetClientHandle(FMassClientHandle InClientHandle); protected: UE_API virtual void PostInitProperties() override; // Called either on PostWorldInit() or PostInitProperties() UE_API virtual void InitializeForWorld(UWorld& World); UE_API virtual void BeginPlay() override; UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; UE_API virtual void Tick(float DeltaTime) override; private: void OnPostWorldInit(UWorld* World, const UWorld::InitializationValues); protected: FDelegateHandle OnPostWorldInitDelegateHandle; TArray Serializers; }; #undef UE_API