// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/UnrealString.h" #include "UObject/ObjectMacros.h" #include "Misc/Guid.h" #include "MessageRpcMessages.generated.h" /** Message for canceling an RPC call. */ USTRUCT() struct FMessageRpcCancel { GENERATED_USTRUCT_BODY() /** Correlation identifier for the RPC call that this message refers to. */ UPROPERTY(EditAnywhere, Category="Message") FGuid CallId; /** Default constructor. */ FMessageRpcCancel() { } /** Creates and initializes a new instance. */ FMessageRpcCancel(const FGuid& InCallId) : CallId(InCallId) { } }; /** Message for updating the progress of an RPC call. */ USTRUCT() struct FMessageRpcProgress { GENERATED_USTRUCT_BODY() /** Completion percentage (0.0 to 1.0). */ UPROPERTY(EditAnywhere, Category="Message") float Completion; /** Correlation identifier for the RPC call that this message refers to. */ UPROPERTY(EditAnywhere, Category="Message") FGuid CallId; /** Status text. */ UPROPERTY(EditAnywhere, Category="Message") FString StatusText; /** Default constructor. */ FMessageRpcProgress() : Completion(0.0f) { } /** Creates and initializes a new instance. */ FMessageRpcProgress(const FGuid& InCallId, float InCompletion, const FText& InStatusText) : Completion(InCompletion) , CallId(InCallId) , StatusText(InStatusText.ToString()) { } }; /** Message for notifying RPC clients that a call was not handled by the server. */ USTRUCT() struct FMessageRpcUnhandled { GENERATED_USTRUCT_BODY() /** Correlation identifier for the RPC call that this message refers to. */ UPROPERTY(EditAnywhere, Category="Message") FGuid CallId; /** Default constructor. */ FMessageRpcUnhandled() { } /** Creates and initializes a new instance. */ FMessageRpcUnhandled(const FGuid& InCallId) : CallId(InCallId) { } };