在C++中增加事件调度器(自定义广播)

1.新建事件调度器
MyActor.h


#pragma once

#include "GameFramework/Actor.h"
#include "MyActor.generated.h"

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDelegate, AActor*, broa);

UCLASS()
class STORY_API AMyActor : public AActor
{
    GENERATED_BODY()

public: 
    // Sets default values for this actor's properties
    AMyActor();

    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

    // Called every frame
    virtual void Tick( float DeltaSeconds ) override;

    UPROPERTY(BlueprintAssignable)
    FDelegate xDelegate;

};

MActor.cpp(替换story.h为你的项目或者模块名称)

#include "story.h"
#include "MyActor.h"
// Sets default values
AMyActor::AMyActor()
{
    // 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 AMyActor::BeginPlay()
{
    Super::BeginPlay();
    if (GEngine)
    {
        GEngine->AddOnScreenDebugMessage(-1, 10, FColor::Green, FString("Actor::BeginPlay broadcast"));
    }
    xDelegate.Broadcast(this);
}

// Called every frame
void AMyActor::Tick( float DeltaTime )
{
    Super::Tick( DeltaTime );

}

2.编译并在关卡中添加Actor后,在蓝图关卡增加事件绑定
这里写图片描述
3.运行查看效果(执行顺序:关卡蓝图->Actor)
这里写图片描述
另:无参的事件调度器声明为

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDelegate2);
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