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SetAchievementData.h
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1// Copyright 2021 Artur 'NijoMeisteR' Dworaczek. All Rights Reserved.
2
3#pragma once
4#pragma warning(disable:4996)
5#pragma warning(disable:4265)
6#pragma warning(disable:4701)
7
8#include "CoreMinimal.h"
9#include "Kismet/BlueprintFunctionLibrary.h"
10#pragma push_macro("ARRAY_COUNT")
11#undef ARRAY_COUNT
12
13#if USING_CODE_ANALYSIS
14MSVC_PRAGMA(warning(push))
15MSVC_PRAGMA(warning(disable : ALL_CODE_ANALYSIS_WARNINGS))
16#endif
17
18#include "OnlineSubsystemSteam.h"
19#include <steam/steam_api.h>
20
21#if USING_CODE_ANALYSIS
22MSVC_PRAGMA(warning(pop))
23#endif
24
25#pragma pop_macro("ARRAY_COUNT")
26#include "SetAchievementData.generated.h"
27
29UCLASS()
30class STATSINTEGRATION_API USetAchievementData : public UBlueprintFunctionLibrary
31{
32 GENERATED_BODY()
33
34public:
35 /* Unlocks an achievement. You must have called 'RequestUserStatsAndAchievements' and it needs to return successfully via its callback prior to calling this. To send the unlock status to the server and to trigger the Steam overlay notification you must call 'StoreStatsAndAchievements'. */
36 UFUNCTION(BlueprintCallable, Category = "Simple Steam Stats & Achievements")
37 static bool SetAchievement(FString AchievementAPIName);
38
39 /* Resets the unlock status of an achievement. You must have called 'RequestUserStatsAndAchievements' and it needs to return successfully via its callback prior to calling this. To send the unlock status to the server and to trigger the Steam overlay notification you must call 'StoreStatsAndAchievements'. */
40 UFUNCTION(BlueprintCallable, Category = "Simple Steam Stats & Achievements")
41 static bool ClearAchievement(FString AchievementAPIName);
42};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition SetAchievementData.h:31