DECLARE_EVENT_OneParam( OwningType, EventName, Param1Type ) 4.动态单播。(同动态多播,相当于只能绑定一个的动态多播) DECLARE_DYNAMIC_DELEGATE_OneParam( DelegateName, Param1Type, Param1Name ) 5.动态多播。 绑定蓝图函数 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( DelegateName, Param1Type, Param1Nam...
20,FColor::Red,NewsString);}}//1、定义一个事件;classFEventTask{public:DECLARE_EVENT_OneParam(FEventTask,FEventTaskDeclare,FString&);virtualFEventTaskDeclare&OnEventTaskDeclare()=0;DECLARE_EVENT_OneParam(FEventTask
/* UnrealEngine\Engine\Source\Runtime\Core\Public\HAL\IConsoleManager.h */ /** Console variable delegate type This is a void callback function.*/DECLARE_DELEGATE_OneParam(FConsoleVariableDelegate,IConsoleVariable*);/** Console variable multicast delegate type.*/DECLARE_MULTICAST_DELEGATE_OneParam(...
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。
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; //等级变动委托 ...
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 FResponseDataEvent OnSuccess...
DECLARE_MULTICAST_DELEGATE_OneParam(FOnASCRegistered, UAbilitySystemComponent*); //Actor初始化ASC完成后委托 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnDeath, AActor*, DeadActor); //Actor死亡后的委托 1. 2. 然后我们在类里增加两个获取函数,可以获取对应的委托,这里我们需要返回引用 ...
通常用法:将Event定义于类内,设为私有,类外通过公开的访问接口进行绑定,触发,解绑, 这种方式起到了保护隐私的作用 // OwingType:拥有此Event的类,本例中使用本类:UTestObjectDECLARE_EVENT_OneParam(UTestObject,FMyEvent,int32);//公开对Event对象的访问接口FMyEvent&GetEvent(){returnDelegateEvent;}//将Event...
//.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_DELEGATE_OneParam( FBUITweenSignature, UWidget* /*Owner*/ ); template<typename T> class TBUITweenProp { @@ -17,6 +21,7 @@ class TBUITweenProp T StartValue; T TargetValue; T CurrentValue; bool bIsFirstTime = true; void SetStart( T InStart ) { bHasStart = true; @@ -...