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Application Failed to Register for Remote Notifications Delegate

called when the application fails to register for remote notifications

Application Has Entered Foreground Delegate

Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate)

Application Has Reactivated Delegate

Called when the application has been reactivated (reverse any processing done in the Deactivate delegate)

Application Received Local Notification Delegate

called when the application receives a local notification

Application Received Remote Notification Delegate

called when the application receives a remote notification

Application Received Screen Orientation Changed Notification Delegate

called when the application receives a screen orientation change notification

Application Received Startup Arguments Delegate

Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one.

Application Registered for Remote Notifications Delegate

called when the user grants permission to register for remote notifications

Application Registered for User Notifications Delegate

called when the user grants permission to register for notifications

Application Should Unload Resources Delegate

Called when the OS is running low on resources and asks the application to free up any cached resources, drop graphics quality etc.

Application Will Deactivate Delegate

This is called when the application is about to be deactivated (e.g., due to a phone call or SMS or the sleep button). The game should be paused if possible, etc...

Application Will Enter Background Delegate

This is called when the application is being backgrounded (e.g., due to switching to another app or closing it via the home button) The game should release shared resources, save state, etc..., since it can be terminated from the background state without any further warning.

Application Will Terminate Delegate

This may be called when the application is getting terminated by the OS. There is no guarantee that this will ever be called on a mobile device, save state when ApplicationWillEnterBackgroundDelegate is called instead.

Blocked

Blocked

Cancelled

Cancelled

Completed

Completed

Create Event

K2Node Create Delegate

Did Not Spawn

Called when we can't spawn: on clients or potentially on server if they fail to spawn (rare)

Event Received

Event Received

HMDConnect Canceled Delegate

This will be called when the user declines to connect the HMD when prompted to do so by a system dialog. (PS4 Only)

HMDLost Delegate

This will be called when connection to HMD is lost.

HMDPut on Head Delegate

This will be called when the HMD detects that it has been put on by a player.

HMDRecentered Delegate

This will be called when the application is asked for VR headset recenter.

HMDReconnected Delegate

This will be called when connection to HMD is restored.

HMDRemoved from Head Delegate

This will be called when the HMD detects that it has been taken off by a player (disconnecting the hmd also causes it to register as taken off).

HMDTracking Initialized Delegate

This will be called on Morpheus when the HMD is done initializing and therefore reprojection will start functioning. The app can continue now. (PS4 Only)

HMDTracking Initializing and Needs HMDTo be Tracked Delegate

This will be called on Morpheus if the HMD starts up and is not fully initialized (in NOT_STARTED or CALIBRATING states). The HMD will stay in NOT_STARTED until it is successfully position tracked. Until it exits NOT_STARTED orientation based reprojection does not happen. Therefore we do not update rotation at all to avoid user discomfort. Instructions to get the hmd tracked should be shown to the user. Sony may fix this eventually. (PS4 Only)

Invalid Handle

Invalid Handle

MoveCompleted

Blueprint notification that we've completed the current movement request

On Activate

On Activate

On AISpawned

Called when a single AI finished spawning

On All AISPawned

Called when a all AI finished spawning

On All Montage Instances Ended

Called when all Montage instances have ended.

On Applied

On Applied

On Audio Envelope Value

On Audio Envelope Value

On Audio Finished

called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

On Audio Multi Envelope Value

On Audio Multi Envelope Value

On Audio Playback Percent

Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. Computed as samples played divided by total samples, taking into account pitch. Not currently implemented on all platforms.

On Audio Single Envelope Value

On Audio Single Envelope Value

On Blend Out

Called when Montage starts blending out and is not interrupted

On Cancel

On Cancel

On Cancelled

On Cancelled

On Change

On Change

On Commit

On Commit

On Completed

On Completed

On Config Camera

A dynamic delegate can be assigned through blueprint. Will be called before ARSession started and returns an array of supported ARCore camera config.

The array will always return 3 camera configs. The GPU texture resolutions are the same in all three configs. Currently, most devices provide GPU texture resolution of 1920 x 1080, but devices might provide higher or lower resolution textures, depending on device capabilities. The CPU image resolutions returned are VGA, 720p, and a resolution matching the GPU texture.

Bind this delegate if you want to choose a specific camera config in your app. Call UGoogleARCoreSessionFunctionLibrary::ConfigARCoreCamera after the delegate is triggered.

On Confirm

On Confirm

On Constraint Broken

Notification when constraint is broken.

On Controller Recentered Delegate

DEPRECATED: Please use VRNotificationsComponent's VRControllerRecentered delegate instead!

On Controller State Changed Delegate

On Controller State Changed Delegate

On Drag Cancelled

On Drag Cancelled

On Dragged

On Dragged

On Drop

On Drop

On Each Selected Actor

The method called for each selected actor when ForEachSelectedActor is called

On Each Selected Asset

The method called for each selected asset when ForEachSelectedAsset is called

On Envelope Follower Update

On Envelope Follower Update

On Fail

On Fail

On Failed

On Failed

On Failure

Called when there was an error creating the session

On Finish

On Finish

On Finished

called when child task finishes execution before time runs out

On Finished Playing

Event called whenever a non-looping flipbook finishes playing (either reaching the beginning or the end, depending on the play direction)

On Force Feedback Finished

called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

On Game User Settings UINeeds Update

On Game User Settings UINeeds Update

On Hear Noise

Delegate to execute when we hear a noise from a Pawn's PawnNoiseEmitterComponent.

On Image Target Found

Activated when the target image becomes visible to the camera

On Image Target Lost

Activated the target image becomes invisible to the camera

On Image Target Unreliable Tracking

Activated when the target image is tracked with low confidence.

The Image Tracker system will still provide a 6 DOF pose. But this pose might be inaccurate and might have jitter. When the tracking is unreliable one of the folling two events will happen quickly : Either the tracking will recover to Tracked or tracking will be lost and the status will change to NotTracked.

On Instigated Any Damage

Called when the controller has instigated damage in any way

On Interp to Reverse

Called when InterpTo impacts something and reverse is enabled.

On Interp to Stop

Called when InterpTo has come to a stop.

On Interrupted

Called when Montage has been interrupted (or failed to play)

On Landed

On Landed

On Level Hidden

Called when level is removed from the world

On Level Loaded

Called when level is streamed in

On Level Shown

Called when level is added to the world

On Level Unloaded

Called when level is streamed out

On Load Failure

On Load Failure

On Low Power Mode Delegate

Called when we are in low power mode

On Mesh Tracker Updated

Activated whenever new information about this mesh tracker is detected.

On Model Loaded

On Model Loaded

On Montage Blending Out

Called when a montage starts blending out, whether interrupted or finished

On Montage Ended

Called when a montage has ended, whether interrupted or finished

On Montage Started

Called when a montage has started

On Move Finished

On Move Finished

On Notify Begin

On Notify Begin

On Notify End

On Notify End

On Overlap

On Overlap

On Particle Burst

On Particle Burst

On Particle Collide

On Particle Collide

On Particle Death

On Particle Death

On Particle Spawn

On Particle Spawn

On Perception Updated

Might want to move these to special "BP_AIPerceptionComponent"

On Perform Action

On Perform Action

On Persistent Entity Pinned

Fired when an entity is successfully pinned by this component.

On Press

On Press

On Projectile Bounce

Called when projectile impacts something and bounces are enabled.

On Projectile Stop

Called when projectile has come to a stop (velocity is below simulation threshold, bounces are disabled, or it is forcibly stopped).

On Release

On Release

On Removed

On Removed

On Request Failed

On Request Failed

On Reset Delegate

Called when InterpTo reached the end and reset back to start .

On See Pawn

Delegate to execute when we see a Pawn.

On Set Image Target Failed

Activated when the target image fails to be set.

On Set Image Target Succeeded

Activated when the target image is successfully set.

On Setup Tests

On Setup Tests

On Smart Link Reached

On Smart Link Reached

On State Ended

Invoked if 'EndAbilityState' is called or if 'EndAbility' is called and this state is active.

On State Interrupted

Invoked if the ability was interrupted and this state is active.

On Submix Recorded File Done

Blueprint delegate for when a recorded file is finished exporting.

On Success

Called when there is a successful achievement write

On Sync

On Sync

On System Finished

Called when the particle system is done

On Target Location Reached

On Target Location Reached

On Target Perception Updated

On Target Perception Updated

On Temperature Change Delegate

Called when temperature level has changed, and receives the severity

On Test Finished

Called when the test is finished. Use it to clean up

On Test Prepare

Called when the test is ready to prepare

On Test Start

Called when the test is started

On Tests Begin

On Tests Begin

On Tests Complete

On Tests Complete

On Time Expired

called when time runs out

On Timed Out

On Timed Out

On Timed Out and Destination Reached

On Timed Out and Destination Reached

On Touchpad Gesture Continue

Event called when a touchpad gesture continues. Provides all the meta data about the given gestures.

On Touchpad Gesture End

Event called when a touchpad gesture ends. Provides all the meta data about the given gestures.

On Touchpad Gesture Start

Event called when a touchpad gesture starts. Provides all the meta data about the given gestures.

On Velocity Chage

Delegate called when velocity requirements are met

On Wait Begin Delegate

Called when InterpTo has come to a stop but will resume when possible.

On Wait End Delegate

Called when InterpTo has resumed following a stop.

OnNavigationGenerationFinished

On Navigation Generation Finished Delegate

Path Updated Notifier

Path Updated Notifier

Platform Changed to Laptop Mode Delegate

This is called when a convertible laptop changed into laptop mode.

Platform Changed to Tablet Mode Delegate

This is called when a convertible laptop changed into tablet mode.

Removed

Removed

Success

Success

Time Elapsed

Time Elapsed

Valid Data

Valid Data

VRController Recentered Delegate

This will be called when the VR system recenters a controller.