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
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
运行效果如下
详细解读可以看看 这篇