Added OLSNotificationMessage
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Source/ols/Private/Messages/OLSNotificationMessage.cpp
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Source/ols/Private/Messages/OLSNotificationMessage.cpp
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#include "Messages/OLSNotificationMessage.h"
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UE_DEFINE_GAMEPLAY_TAG(TAG_OLS_AddNotification_Message, "Lyra.AddNotification.Message");
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Source/ols/Public/Messages/OLSNotificationMessage.h
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Source/ols/Public/Messages/OLSNotificationMessage.h
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#pragma once
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#include "CoreMinimal.h"
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#include "NativeGameplayTags.h"
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#include "OLSNotificationMessage.generated.h"
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OLS_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_OLS_AddNotification_Message);
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// A message destined for a transient log (e.g., an elimination feed or inventory pickup stream)
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USTRUCT(BlueprintType)
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struct OLS_API FLyraNotificationMessage
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{
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GENERATED_BODY()
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// The destination channel
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UPROPERTY(BlueprintReadWrite, Category=Notification)
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FGameplayTag TargetChannel = FGameplayTag::EmptyTag;
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// The target player (if none is set then it will display for all local players)
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UPROPERTY(BlueprintReadWrite, Category=Notification)
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TObjectPtr<class APlayerState> TargetPlayer = nullptr;
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// The message to display
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UPROPERTY(BlueprintReadWrite, Category=Notification)
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FText PayloadMessage;
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// Extra payload specific to the target channel (e.g., a style or definition asset)
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UPROPERTY(BlueprintReadWrite, Category=Notification)
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FGameplayTag PayloadTag = FGameplayTag::EmptyTag;
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// Extra payload specific to the target channel (e.g., a style or definition asset)
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UPROPERTY(BlueprintReadWrite, Category=Notification)
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TObjectPtr<class UObject> PayloadObject = nullptr;
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};
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