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...
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;//创建一个打印函数;staticvoidprint_F(FStringNewsString){if(GEngine){GEngine->AddOnScreenDebugMessage...
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ONEPARAM(FDelegateTest,classAActor*, MyActor);UPROPERTY(BlueprintAssignable)FDelegateTest TestDelegate; 动态绑定 动态调用 3.3 应用场景 单播委托: 当只需在C++中绑定和调用,且只有一个函数需要绑定委托时,可以使用单播委托。
路径可以直接右击资源点击复制资源引用,如果是蓝图在后缀上加上_C 如:WidgetBlueprint'/Game/UI/SelectTool.SelectTool' Path=WidgetBlueprint'/Game/UI/SelectTool.SelectTool_C' UClass* tempa=LoadClass<AActor>(nullptr,path);//加载if(tempa)GetWorld()->SpawnActor(tempa);//动态生成 蓝图引用传递参数蓝...
// 动态多播:支持在蓝图中使用,类似EventDispatcherDECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDynamicMulticastDelegate1P,int32,num);// 动态多播UPROPERTY(BlueprintAssignable)// 添加此标记,蓝图才可用FDynamicMulticastDelegate1P MyDynamicDe1P;// 动态多播委托 支持蓝图里回调if(1){UTestObject*pUObject=NewObj...
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_OneParam(FOnConnectionError_C, const FString&, Error); DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnClosed_C, int32, Code, const FString&, Reason, bool, bWasClean); UCLASS() class XHSMARTCITY_API AXhWebSocketManager : public AActor { GENERATED_BODY() pub...
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 ...
Multicast Dynamic (UObject, serializable) Standard Delegates Declaring Delegates Binding Delegates If you bind a delegate to a member of a UObject or shared pointer class, the delegate system can keep aweak referenceto the object, so that if the object gets destroyed out from underneath the dele...