一.声明,多播的几个要点
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams (FXGDynamicmulticastThree,FString ,InName,int32 ,InHealth,int32 ,InMana);
1.如果想要蓝图绑定,那么委托变量声明需要加 BlueprintAssignable 这个宏


原来变量里面也有BlurprintCallable 属性,但这个无法实现常规的蓝图事件事件绑定,可能要用Call绑定
2.多播绑定的 函数必须加入反射系统(有UFUNCTION宏),不然找不到,也就失去了多播的意义。
3.多播的值,不能作为反射系统函数里的传参值。在C++里自由传值。
cpp
//UFUNCTION(BlueprintCallable)
void InitMutiEvent(FXGDynamicmulticastThree tmpMutiEvent);
cpp
void AWXDynimicMultiCastActor::InitMutiEvent(FXGDynamicmulticastThree tmpMutiEvent)
{
MutiEvent = tmpMutiEvent;
}
二.绑定
1.C++ 绑定 AddDynamic
cpp
AddDynamic(this, &AHMSDataCenter::HistoryPathOnClick);
这里在Begin Play里就绑定,参数要相同。在
cpp
void AWXDynimicMultiCastActor::BeginPlay()
{
Super::BeginPlay();
MutiEvent.AddDynamic(this,&AWXDynimicMultiCastActor::WorkMutiEvent);
}
cpp
void AWXDynimicMultiCastActor::WorkMutiEvent(FString InName, int32 InHealth, int32 InMana)
{
UE_LOG(LogTemp,Warning,TEXT("%s, %d, %d"),*InName,InHealth,InMana);
}
解绑使用 如下函数
cpp
MutiEvent.RemoveDynamic(this, &AWXDynimicMultiCastActor::WorkMutiEvent);
2.蓝图绑定
也是在Begin Play里绑定,在EndPlay里解绑

再来个在关卡蓝图里绑定,这里执行玩一次就解绑了

三. 执行
动态多播 统一用 Broadcast并且传入和声明时的参数相同即可。
cpp
void AWXDynimicMultiCastActor::CallMutiEvent(FString InName, int32 InHealth, int32 InMana)
{
MutiEvent.Broadcast(InName,InHealth,InMana);
}

四.
这里绑定了三个响应函数,一个C++,两个蓝图。其中一个在执行一次后就解绑。这就是动态多播魅力。可以想帮多少个,就绑定多少个。还可以不像例子里在自己的类里绑定多个,还可以去其他类里绑定,AddDynamic第一个参数就填入其他类的实例。其实感觉最好用的就是把委托事件在单例里声明,这样任何类都可以拿来声明并绑定。完整代码如下
cpp
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "WXDynimicMultiCastActor.generated.h"
//DECLARE_DYNAMIC_MULTICAST_
//DECLARE_DYNAMIC_DELEGATE_TwoParams
//动态多播
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams (FXGDynamicmulticastThree,FString ,InName,int32 ,InHealth,int32 ,InMana);
UCLASS()
class THIRDLEARN_API AWXDynimicMultiCastActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AWXDynimicMultiCastActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
//UFUNCTION(BlueprintCallable)
void InitMutiEvent(FXGDynamicmulticastThree tmpMutiEvent);
UFUNCTION(BlueprintCallable)
void CallMutiEvent(FString InName, int32 InHealth, int32 InMana);
UFUNCTION(BlueprintCallable)
void WorkMutiEvent(FString InName, int32 InHealth, int32 InMana);
UFUNCTION(BlueprintCallable)
void RealseMutiEvent();
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(BlueprintAssignable)
FXGDynamicmulticastThree MutiEvent;
};
cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "WXDynimicMultiCastActor.h"
// Sets default values
AWXDynimicMultiCastActor::AWXDynimicMultiCastActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AWXDynimicMultiCastActor::BeginPlay()
{
Super::BeginPlay();
MutiEvent.AddDynamic(this,&AWXDynimicMultiCastActor::WorkMutiEvent);
//MutiEvent.RemoveDynamic(this, &AWXDynimicMultiCastActor::WorkMutiEvent);
}
void AWXDynimicMultiCastActor::InitMutiEvent(FXGDynamicmulticastThree tmpMutiEvent)
{
MutiEvent = tmpMutiEvent;
}
void AWXDynimicMultiCastActor::CallMutiEvent(FString InName, int32 InHealth, int32 InMana)
{
MutiEvent.Broadcast(InName,InHealth,InMana);
}
void AWXDynimicMultiCastActor::WorkMutiEvent(FString InName, int32 InHealth, int32 InMana)
{
UE_LOG(LogTemp,Warning,TEXT("%s, %d, %d"),*InName,InHealth,InMana);
}
void AWXDynimicMultiCastActor::RealseMutiEvent()
{
MutiEvent.RemoveDynamic(this, &AWXDynimicMultiCastActor::WorkMutiEvent);
}
// Called every frame
void AWXDynimicMultiCastActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}