DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnHealthChangeEvent,float,NewHealth);UPROPERTY(BlueprintAssignable)FOnHealthChangeEventOnHealthChange;voidChangeHealth(floatNewHealthValue){OnHealthChange.Broadcast(NewHealthValue);// 广播事件,通知蓝图和 C++ 监听者}...
DECLARE_DELEGATE_RetVal_OneParam( ReturnValueType, DelegateName, Param1Type ) DECLARE_DYNAMIC_DELEGATE_RetVal_OneParam( ReturnValueType, DelegateName, Param1Type, Param1Name ) 例如: DECLARE_DELEGATE_RetVal_OneParam(bool, FIsMontagePlayingExceptSlots, const TArray<FName>&); 补充点: 多播委托与单播委...
首先,我们通过宏创建一个委托,用于在经验值和等级被修改后,更新到UI上面 DECLARE_MULTICAST_DELEGATE_OneParam(FOnPlayerStateChanged, int32); 1. 我们创建两个委托函数,用于在等级或者经验值修改后的回调 FOnPlayerStateChanged OnXPChangedDelegate; //经验值变动委托 FOnPlayerStateChanged OnLevelChangedDelegate; /...
DECLARE_MULTICAST_DELEGATE_OneParam(FOnSaveToDiskFinished,constFString &) FOnSaveToDiskFinished&OnSaveToDiskFinished() { check(IsInGameThread());returnEvent_OnSaveToDiskFinished; } DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSaveToDiskFinished_BP,constFString&, SavePath); UPROPERTY(BlueprintAssignabl...
// 多播委托 不可以有返回值,不然用谁的返回值呢?DECLARE_MULTICAST_DELEGATE_OneParam(FMyMultDelegate1P,int32);// 多播(不可以有返回值,不然用谁的返回值呢?)FMyMultDelegate1P MyMultDelegate1P; 2 添加回调触发函数 全局函数 成员函数 和 Lambda函数 ...
DECLARE_MULTICAST_DELEGATE_OneParam(FEffectAssetTags, const FGameplayTagContainer& /* AssetTags */) /** * 技能系统组件 */ UCLASS() class AURA_API UAbilitySystemComponentBase : public UAbilitySystemComponent { GENERATED_BODY() public:
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。
返回结果字符串 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FResponseDataEvent,const FString&,ResponseMessage); UCLASS() class BASEFRAMEWORK_API UHttpSupport : public UBlueprintAsyncActionBase { GENERATED_BODY() public: UPROPERTY(BlueprintAssignable,Category="DelegateEventHttp")//成功的回调 FResponseData...
//.h-类声明前DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnTrySwitchLevelFinished,bool,bIsLoadCommand);//.h类内public:UPROPERTY(BlueprintAssignable,Category="OnFinished")FOnTrySwitchLevelFinished OnTrySwitchLevelFinished;protected:int32 LoadCounter=0;int32 UnloadCounter=0;voidNotifyInvoker(boolbIsLoadComm...
DECLARE_MULTICAST_DELEGATE_OneParam(FOnConnectionClosed, FGuid /*ClientId*/); FOnConnectionClosed& OnConnectionClosed() { return OnConnectionClosedDelegate; } // 打印整合 屏幕及log void XhDebugLog(FString msg, float delayTime, FColor color); private: // 当websocket客户端已连接 void OnWebSocket...