// Project Lab - NHTV Igad #pragma once #include "Blueprint/UserWidget.h" #include "PlayerSlot.generated.h" /** * */ UCLASS() class UNREALPROJECT_API UPlayerSlot : public UUserWidget { GENERATED_BODY() public: UPlayerSlot(const FObjectInitializer& init); virtual void NativeConstruct() override; void Init(class APlayerStateBase* playerState, bool isLocal = false); UFUNCTION(BlueprintNativeEvent, Category = "Player") void OnChanged(); UPROPERTY(BlueprintReadOnly, Category = "Player") class APlayerStateBase* currentPlayerState; UPROPERTY(BlueprintReadOnly, Category = "Player") bool isLocal; private: // Keep this boolean to detect currentPlayerState becoming invalid(nullptr) bool m_playerStateSet; };