纯C++事件

一、创建多播委托类型及对象

1、AUECpp_Sender.h

cpp 复制代码
	//声明一个参数多播委托的类型,一定要F开头
	DECLARE_MULTICAST_DELEGATE_OneParam(FUECpp_Broadcast, int);
	//创建对象
	FUECpp_Broadcast UECpp_Broadcast;

2、AUECpp_Sender.cpp

cpp 复制代码
	//发送广播
	UECpp_Broadcast.Broadcast(FMath::RandRange(0, 100));

二、订阅及取消订阅

1、AUECpp_Receiver.h

cpp 复制代码
protected:
	virtual void BeginPlay() override;

public:
	void OnReceived(int Param);	

2、AUECpp_Receiver.cpp

cpp 复制代码
#include "UECpp_Sender.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/Engine.h"
#include "TimerManager.h"

void AUECpp_Receiver::BeginPlay()
{
	Super::BeginPlay();
	//订阅
	AUECpp_Sender* PlayerPawn = Cast<AUECpp_Sender>(UGameplayStatics::GetPlayerPawn(this, 0));
	FDelegateHandle DelegateHandle = PlayerPawn->UECpp_Broadcast.AddUObject(this, &AUECpp_Receiver::OnReceived);

	//计时器
	FTimerHandle TimerHandle;
	auto Lambda = [PlayerPawn, DelegateHandle, this]()
		{
			//取消订阅
			PlayerPawn->UECpp_Broadcast.Remove(DelegateHandle);
			//取消指定类里所有订阅
			PlayerPawn->UECpp_Broadcast.RemoveAll(this->GetPrivateStaticClass());
			//取消所有订阅
			PlayerPawn->UECpp_Broadcast.Clear();
		};
	GetWorld()->GetTimerManager().SetTimer(TimerHandle, FTimerDelegate::CreateLambda(Lambda), 5.0f, false);
}

void AUECpp_Receiver::OnReceived(int Param)
{
	GEngine->AddOnScreenDebugMessage(INDEX_NONE, 10.0f, FColor::Green, FString::Printf(TEXT("%i"), Param));
}
相关推荐
斯裕科技2 天前
新升级|优化航拍/倾斜模型好消息,支持处理多套贴图模型!
unity·ue5·3dsmax·虚拟现实·maya·增强现实
远离UE42 天前
UE5 阴影通道
ue5
Zhichao_973 天前
【UE5 C++课程系列笔记】02——创建C++类的三种方式
c++·笔记·ue5
远离UE43 天前
UE5 半透明阴影 快速解决方案
ue5
暮志未晚Webgl3 天前
94. UE5 GAS RPG 实现攻击击退效果
java·前端·ue5
北冥没有鱼啊3 天前
UE5 贝塞尔曲线导弹
游戏·ue5·游戏引擎·ue4·虚幻
四代水门3 天前
UE5引擎工具链知识点
c++·ue5
北冥没有鱼啊3 天前
ue5 伤害插件
游戏·ue5·ue4·游戏开发·虚幻
暴走的山交3 天前
UE5遇到问题:Assertion failed: InHashSize > 0u && InHashSize <= 0x10000
ue5
快下雨了L3 天前
UE5学习笔记21-武器的射击功能
笔记·学习·ue5