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DTFluxAPI/Source/DTFluxUtilities/Public/RundownController.h

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#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Engine/World.h"
#include "TimerManager.h"
#include "Rundown/AvaRundown.h"
#include "UObject/SoftObjectPath.h"
#include "UObject/ObjectMacros.h"
#include "RundownController.generated.h"
UCLASS(BlueprintType, Blueprintable)
class DTFLUXUTILITIES_API ARundownController : public AActor
{
GENERATED_BODY()
public:
ARundownController();
UFUNCTION(BlueprintCallable, Category = "DTFlux")
bool LoadRundown(const TSoftObjectPtr<UAvaRundown> RundownAsset);
UFUNCTION(BlueprintCallable, Category = "DTFlux")
bool PlayPage(int32 PageId);
UFUNCTION(BlueprintCallable, Category = "DTFlux")
bool StopPage(int32 PageId);
UFUNCTION(BlueprintCallable, Category = "DTFlux")
FString ListePages();
protected:
UPROPERTY(BlueprintReadOnly, Category = "DTFlux")
TObjectPtr<UAvaRundown> CurrentRundown;
UPROPERTY(BlueprintReadWrite, Category = "DTFlux")
int32 CurrentPageId = 1;
};