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#pragma once
#include "GasaCommon.h"
#include "GameFramework/HUD.h"
#include "GasaHUD.generated.h"
UCLASS()
class GASA_API AGasaHUD : public AHUD
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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TObjectPtr<UHUDHostWidget> HostWidget;
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// This should only be accessed AFTER InitOverlay is called. Otherwise, it will be null
// See references to InitOverlay or docs for lifetime.
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
TObjectPtr<UHostWidgetController> HostWidgetController;
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void InitHostWidget(FWidgetControllerData const* WidgetControllerData);
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#pragma region HUD
void DrawHUD() override;
void ShowHUD() override;
#pragma endregion HUD
#pragma region Actor
void BeginPlay() override;
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void Tick(float DeltaSeconds) override;
#pragma endregion Actor
};