// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/UnrealString.h" #include "CoreMinimal.h" #include "HAL/Platform.h" #include "LatentActions.h" #include "UObject/NameTypes.h" #include "UObject/WeakObjectPtr.h" struct FLatentActionInfo; class FDelayForFramesLatentAction : public FPendingLatentAction { public: FDelayForFramesLatentAction(const FLatentActionInfo& LatentInfo, int32 NumFrames); virtual ~FDelayForFramesLatentAction(); virtual void UpdateOperation(FLatentResponse& Response) override; #if WITH_EDITOR // Returns a human readable description of the latent operation's current state virtual FString GetDescription() const override; #endif private: FName ExecutionFunction; int32 OutputLink; FWeakObjectPtr CallbackTarget; int32 FramesRemaining; };