UBlueprintAsyncActionBase

Inheritance Hierarchy

Syntax

class UBlueprintAsyncActionBase : public UObject

Variables

Name Description

Protected variable

TWeakObjectPtr <...

 

RegisteredWithGameInstance

Constructors

Name Description

Public function

UBlueprintAsyncActionBase

(
    const FObjectInitializer & ObjectIn...
)

Functions

Name Description

Public function Virtual

void

 

Activate()

Called to trigger the action once the delegates have been bound

Public function Virtual

void

 

RegisterWithGameInstance

(
    UObject * WorldContextObject
)

Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away

Public function Virtual

void

 

RegisterWithGameInstance

(
    UGameInstance * GameInstance
)

Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away

Public function Virtual

void

 

SetReadyToDestroy()

Call when the action is completely done, this makes the action free to delete, and will unregister it with the game instance

References

Module

Engine

Header

Runtime/Engine/Classes/Kismet/BlueprintAsyncActionBase.h