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...
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...
DECLARE_DYNAMIC_DELEGATE_OneParam(FSerachDataByStringValDelegate, TArray<FPOIData>, poiDataSearchArr); 在蓝图层面是会报错的,报错信息如下 customevent_0 signature error: the function/event ‘customevent_0’ does not match the necessary signature - has the delegate or function/event changed? 解决办法...
DECLARE_DYNAMIC_DELEGATE(FTestDynamicDelegate); //动态代理的参数需要取参数名 因为他们在蓝图中使用需要名字 DECLARE_DYNAMIC_DELEGATE_OneParam(FTestDynamicDelegateOneparam,float,a); DECLARE_DYNAMIC_DELEGATE_RetVal_OneParam(int32,FTestDynamicDelegateRetValOneparam,float,a); 1. 2. 3. 4. 5. 在头文件...
DECLARE_DELEGATE(OnMsgDelegate); 直接在类中OnMsgDelegate onMsg; 多播: DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnMsgDelegate); 然后在类中声明: { FOnMsgDelegate; } SParse: 注意下面的 FOnMsgDelegate2 onMsgDelegate2 一个是类型一个是成员变量 DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam(FOnMsgDelegate...
DECLARE_DYNAMIC_DELEGATE(FOnConnected);DECLARE_DYNAMIC_DELEGATE_OneParam(FOnReceivedMessage,constFString&,Message);DECLARE_DYNAMIC_DELEGATE_OneParam(FOnConnectionError,constFString&,Error);DECLARE_DYNAMIC_DELEGATE_ThreeParams(FOnClosed,int32,Code,constFString&,Reason,bool,bWasClean); ...
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...
DECLARE_DELEGATE_RetVal(FGameplayAttribute, FAttributeSignature); 1. 接着,我们给AS添加一个变量属性,类型为Map,key为Tag标签,Value为对应的委托 TMap<FGameplayTag, FAttributeSignature> TagsToAttributes; 1. 在AS的构造函数中,我们创建有返回的委托需要绑定一个函数才可以后续返回对应的值绑定静态函数可以使用Bi...
// 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...
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnMySimpleComputeShaderLibrary_AsyncExecutionCompleted, const int, Value); UCLASS() // Change the _API to match your project class QPWUEGPUCOMPUTE_API UMySimpleComputeShaderLibrary_AsyncExecution : public UBlueprintAsyncActionBase { GENERATED_BODY() public:...