重点在于DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam这个宏的使用。 A:DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam宏 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnHealthChangeEvent,float,NewValue); 宏的格式:DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(代理名称, 参数类型, 参数名称)。 代理名称:就是你提到的可...
AS 里的 Events 等价于 Cpp 的动态多播委托 DECLARE_DYNAMIC_MULTICAST_DELEGATE()。 上文提到,想要实现 UE 的普通委托转换为 AS 可用的委托,可以通过将动态单播委托作为中间体,这个动态单播委托就对应于 AS 里的 Delegates。 记下来说下如何绑定任意普通单播、普通多播委托为动态单播委托。这里用到了一个关键的...
C++委托蓝图注册 //声明委托 必须声明多播委托 DECLARE_DYNAMIC_MULTICAST_DELEGATE(FRefresh); //声明委托字段 { UPROPERTY(BlueprintAssignable) FRefresh dTest; } 蓝图使用 C++方法蓝图调用 UFU
DECLARE_MULTICAST_DELEGATE_OneParam(FOnSaveToDiskFinished,constFString &) FOnSaveToDiskFinished&OnSaveToDiskFinished() { check(IsInGameThread());returnEvent_OnSaveToDiskFinished; } DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSaveToDiskFinished_BP,constFString&, SavePath); UPROPERTY(BlueprintAssignabl...
local UMG_TestMain_Ins = UE4.UWidgetBlueprintLibrary.Create(self,UMG_C) UMG_TestMain_Ins:AddToViewport() 1. 2. 3. 绑定代理 动态多播代理 在C++代码中写了一个动态多播代理: DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FGameInstanceDyDlg, const FString&,InString); ...
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnJumpTriggerSignature, AActor*, OtherActor, UPrimitiveComponent*, OtherComponent); UCLASS() class NEWCPPTUTORIAL_API AMyCollectableActor : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties AMyCollectableActor(...
委托有点类似函数指针,UE4定义了一大堆的委托方便我们的使用在DelegateCombinations.h文件中的定义了各种委托#define DECLARE_DELEGATE( DelegateName ) FUNC_DECLARE_DELEGATE( DelegateName, void ) #define DECLARE_MULTICAST_DELEGATE( DelegateName ) UE4 例子中的static Mesh ...
The plugin outputs native dynamic libraries (DLLs) that are hooked into UnrealEngine for development. When releasing the code is statically linked as published as an Unreal native plugin. This approach make the plugin portable and fast. It can run on any platform that Unreal supports (not all ...
C_Function.h #pragma once#include"CoreMinimal.h"#include"Engine/Engine.h"#include"C_Function.generated.h"DECLARE_DYNAMIC_DELEGATE_OneParam(FDelegateTaskG,FString&,Str_c);//动态代理,有一个参数;DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDelegateTaskK,FString&,Str_c);//动态多播代理;有一个参数...
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnReceivedRequestDelegate,FString,Body); 当解析完请求报文后执行代理 if(OnReceivedRequest.IsBound()){OnReceivedRequest.Broadcast(RequestAsFString);} 此时我们只要在C++或蓝图中通过代理识别函数,并执行即可。