UE4多播代理

1. 第一种

DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveDelegateEvent, FString, Value1, FString, Value2);

UPROPERTY(BlueprintAssignable, Category = "Event")

FReceiveDelegateEvent  ReceiveDelegateEvent;

//(ReceiveDelegateEvent.Broadcast())

UFUNCTION(BlueprintCallable, Category = "My|MyActor")

void BroadcastToBluePrint(FString value1, FString value2);

 

void AMyActor::BroadcastToBluePrint(FString value1, FString value2)
{
this->ReceiveDelegateEvent.Broadcast(value1, value2);

}

委托

DECLARE_DELEGATE_TwoParams(FRegisterShortCutContainer, TArray<TSharedPtr<ShortcutContainer>>*, TSharedPtr<STextBlock>)

public:

    FRegisterShortCutContainer RegisterShortcutContainer;

//将实例化的结构体注册进PlayerState的容器数组  (调用)
   RegisterShortcutContainer.ExecuteIfBound(&ContainerList, ShortcutInfoTextBlock);

另外的地方绑定RegisterShortcutContainer.BindUObject

 

UFUNCTION()
        virtual void OnOverlayBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);

//绑定检测方法到碰撞体
    FScriptDelegate OverlayBegin;
    OverlayBegin.BindUFunction(this, "OnOverlayBegin");//OnOverlayBegin为自定义函数
    AffectCollision->OnComponentBeginOverlap.Add(OverlayBegin);

2.第二种

.h

 

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "UObject/NoExportTypes.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "MyObject.generated.h"

/**
 * 
 */
UCLASS()
class TTTTT_API UMyObject : public UBlueprintAsyncActionBase
{
	GENERATED_BODY()
	
public:

	DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FTestDelegate, FString, Content, int32, StatusCode);

	UFUNCTION(BlueprintCallable, Category = "MyObject")
		static UMyObject* DDDelegate(FString url,  FString Content);

	UPROPERTY(BlueprintAssignable)
		FTestDelegate OnSuccess;

	UPROPERTY(BlueprintAssignable)
		FTestDelegate OnFail;
private:
	void DDUseDelegate(bool bSucceeded);
};

.cpp

 

 

// Fill out your copyright notice in the Description page of Project Settings.

#include "TTTTT.h"
#include "MyObject.h"

UMyObject* UMyObject::DDDelegate(FString url, FString Content)
{
	UMyObject* Helper = NewObject<UMyObject>();

	return Helper;
}

void UMyObject::DDUseDelegate(bool bSucceeded)
{
	if (bSucceeded)
	{
		OnSuccess.Broadcast("",0);
	}
	else
	{
		OnFail.Broadcast("", 1);
	}
}

 

3.绑定事件

 

void AMyActor::BeginPlay()
{
Super::BeginPlay();

OnActorBeginOverlap.AddDynamic(this,&AMyActor::BB);

}

UFUNCTION()
void BB(AActor* OverlappedActor, AActor* OtherActor);
void AMyActor::BB( AActor* OverlappedActor, AActor* OtherActor)
{


}

.h

UFUNCTION() void YourFunction(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit);

.cpp

OnComponentHit.AddDynamic(this, &AMyActor::YourFunction);

void AMyActor::YourFunction(UPrimitiveComponent * HitComponent, AActor * OtherActor, UPrimitiveComponent * OtherComponent, FVector NormalImpulse, const FHitResult & Hit) { GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Red, Hit.GetActor()->GetName()); }

可参考https://zhuanlan.zhihu.com/p/96699163

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