2023-06-03 22:38:35 +00:00
|
|
|
// Unreal Fighting Engine by Kevin Poretti
|
2023-06-03 18:37:14 +00:00
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "CoreMinimal.h"
|
|
|
|
#include "UObject/Interface.h"
|
2023-06-05 20:17:36 +00:00
|
|
|
|
2023-06-03 18:37:14 +00:00
|
|
|
#include "IFESystemInterface.generated.h"
|
|
|
|
|
|
|
|
// This class does not need to be modified.
|
|
|
|
UINTERFACE(MinimalAPI)
|
|
|
|
class UIFESystemInterface : public UInterface
|
|
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* This interface defines functions that need to be implemented for any objects that are "gameplay affecting".
|
|
|
|
*
|
|
|
|
* This ensures all gameplay effecting objects can be assumed to have certain properties that enable serialization, networking and
|
|
|
|
* some form of determinism.
|
|
|
|
*/
|
|
|
|
class UNREALFIGHTINGENGINE_API IIFESystemInterface
|
|
|
|
{
|
|
|
|
GENERATED_BODY()
|
|
|
|
|
|
|
|
public:
|
|
|
|
/**
|
|
|
|
* Function to be called at a fixed interval/frame rate rather than using Unreal's variable Tick function
|
|
|
|
*
|
|
|
|
* @param OneFrame the time that elapses during one fixed tick
|
|
|
|
*/
|
2023-06-03 22:38:35 +00:00
|
|
|
virtual void FixedTick(float OneFrame) = 0;
|
2023-06-03 18:37:14 +00:00
|
|
|
};
|