class UUIManagement

#include <UIManagement.h>

class UUIManagement: public UObject
{
public:
    // fields

    EUIType _type;
    FString _displayMessage;
    FString float _lifeTime;
    USceneComponent* _endSpherePos;
    USceneComponent bool _followConstantly;
    USceneComponent bool float _scaleMul = 1.f);
    bool _makeCameraParent;
    bool float _distance = 200.f);
    bool _followLeftHand;
    bool float offsetY = 12.f);
    bool ForceNoAnim = false);

    // methods

    void OnInit();
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets");
    UFUNCTION(BlueprintCallable, Category = "Mages|Widgets") const;
    void UpdateSpawnedUICount(bool Spawned);
    void SpawnNextUINotificationFromQueue();
};