#define DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( DelegateName, Param1Type, Param1Name ) BODY_MACRO_COMBINE(CURRENT_FILE_ID,_,__LINE__,_DELEGATE) FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE( FWeakObjectPtr, DelegateName, DelegateName##_DelegateWrapper, FUNC_CONCAT( Param1Type InParam1 ), FUNC_...
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...
DECLARE_DELEGATE//普通代理DECLARE_DYNAMIC_DELEGATE_TwoParams//动态代理DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams//动态多广播代理//多出的两个关键字的作用In thecaseof multicast delegates, any number of entities within your codebasecan respond to the sameeventand receive the inputs and use them. In...
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams //动态多广播代理 //多出的两个关键字的作用 In the case of multicast delegates, any number of entities within your code base can respond to the same event and receive the inputs and use them. In the case of dynamic delegates, the delegate can be...
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveDelegateEvent, FString, Value1, FString, Value2); UPROPERTY(BlueprintAssignable, Category="Event") FReceiveDelegateEvent ReceiveDelegateEvent; UFUNCTION(BlueprintCallable, Category="My|MyActor")voidBroadcastToBluePrint(FString value1, FString value2);...
DECLARE_DELEGATE_OneParamDECLARE_DELEGATE_OneParam(FSingleDelegateWithOneParam,FString);//创建一个参数单播委托对象FSingleDelegateWithOneParam SDOneParam;//定义多个参数的单播委托,注意!!当参数数量大于1时是Params!!! DECLARE_DELEGATE_TwoParamsDECLARE_DELEGATE_TwoParams(FSingleDelegateWithTwoParams,FString,int...
2、声明Dynamic_Multicast类型的委派,该类中每一个被 UPROPERTY(BlueprintAssignable)标记的 委派变量,都将成为 异步节点的右侧引脚。 DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnAnimationFinished);public:UPROPERTY(BlueprintAssignable)FOnAnimationFinished Finished;// 对应示例图中的 Finished引脚。
1.当使用MULTICAST时,声明的代理事件类型需要声明为蓝图类型。不然报错,如: //声明代理DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FLoadDesignsDelegateEvent,constTArray<FDesignInfo>&, _designsInfo,constbool, _result);//声明代理事件类型staticFLoadDesignsDelegateEvent m_OnLoadDesignsEve;//调用代理事件UFUNCTION...
https://docs.unrealengine.com/zh-CN/Programming/UnrealArchitecture/Delegates/Multicast/index.html 概念: 可以绑定到多个函数并一次性同时执行它们的委托。 这里我计划使用多播委托开两个灯 多播委托的定义: DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam ...
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnKingDeathSignature, AKing*, DeadKing); // 委托签名;OnKingDeath.Broadcast 和 Peasant::flee(函数指针) 的参数类型;Peasant::flee 参数名 UCLASS() class TEST_API AKing : public AStaticMeshActor