37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ConversationSubNode.h"
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#include "ConversationSideEffectNode.generated.h"
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#define UE_API COMMONCONVERSATIONRUNTIME_API
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struct FConversationContext;
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/**
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* Side effects are actions that are performed just after a task is executed
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* (this allows state-altering or cosmetic actions to be mixed in to other nodes)
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*
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* When a task executes on the server, it replicates to the client that it executed and
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* to then execute any client side effects that may be necessary for that task.
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*/
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UCLASS(MinimalAPI, Abstract, Blueprintable)
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class UConversationSideEffectNode : public UConversationSubNode
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{
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GENERATED_BODY()
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public:
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/** Called by the client and server code executes the side effect. */
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UE_API void CauseSideEffect(const FConversationContext& Context) const;
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protected:
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UFUNCTION(BlueprintNativeEvent, BlueprintAuthorityOnly)
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UE_API void ServerCauseSideEffect(const FConversationContext& Context) const;
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UFUNCTION(BlueprintNativeEvent, BlueprintCosmetic)
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UE_API void ClientCauseSideEffect(const FConversationContext& Context) const;
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};
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#undef UE_API
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