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();
};