51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Kismet/BlueprintAsyncActionBase.h"
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#include "UObject/ObjectPtr.h"
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#include "AsyncAction_LearningAgentsQueryReplays.generated.h"
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class APlayerController;
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class INetworkReplayStreamer;
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class ULearningAgentsReplayList;
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class UObject;
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struct FEnumerateStreamsResult;
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struct FFrame;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FQueryReplayAsyncDelegate, ULearningAgentsReplayList*, Results);
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/**
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* Returns a list of stored replays for a given player controller
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*/
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UCLASS()
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class UAsyncAction_LearningAgentsQueryReplays : public UBlueprintAsyncActionBase
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{
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GENERATED_BODY()
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public:
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UAsyncAction_LearningAgentsQueryReplays(const FObjectInitializer& ObjectInitializer);
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UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true"))
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static UAsyncAction_LearningAgentsQueryReplays* QueryLearningAgentsReplays(APlayerController* PlayerController);
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virtual void Activate() override;
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public:
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// Called when the replay query completes
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UPROPERTY(BlueprintAssignable)
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FQueryReplayAsyncDelegate QueryComplete;
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private:
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void OnEnumerateStreamsComplete(const FEnumerateStreamsResult& Result);
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private:
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UPROPERTY()
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TObjectPtr<ULearningAgentsReplayList> ResultList;
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TWeakObjectPtr<APlayerController> PlayerController;
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TSharedPtr<INetworkReplayStreamer> ReplayStreamer;
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};
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