UE4 c++ 实现委托

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讲道理

ue4 的委托和c# 中的一样,delegate本质上属于可存储一个或多个函数指针以及参数的特殊类。

实例

我们在这里实现一个简单的委托

创建测试用例

在这里插入图片描述
代码如下

//.h   
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
//=========定义委托========
class FMyReceiveDelegateEvent;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FMyReceiveDelegateEvent, FString, Value1, FString, Value2);
//=========定义委托========
UCLASS()
class ASYNCLOADASSET_API AMyActor : public AActor
{
       GENERATED_BODY()
       
public:       
       // Sets default values for this actor's properties
       AMyActor();
protected:
       // Called when the game starts or when spawned
       virtual void BeginPlay() override;
public:       
       // Called every frame
       virtual void Tick(float DeltaTime) override;
public:
       //======声明委托======
       UPROPERTY(BlueprintAssignable, Category = "Event")
              FMyReceiveDelegateEvent  MyReceiveDelegateEvent;
       //======声明委托======
       //======调用委托函数的执行===========
       UFUNCTION(BlueprintCallable, Category ="aa")
       void sendSomething();
       //======调用委托函数的执行===========
};

//.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#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();
       
}
// Called every frame
void AMyActor::Tick(float DeltaTime)
{
       Super::Tick(DeltaTime);
}
void AMyActor::sendSomething()
{
        //========调用委托并附上参数============
       this->MyReceiveDelegateEvent.Broadcast("aa","bb");
}

新建一个actor,继承上述actor,并且编写测试
在这里插入图片描述

运行效果如下

在这里插入图片描述

详细解读可以看看 这篇

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