虚幻c++异步蓝图节点

文章展示了如何在UnrealEngine中创建一个继承自UBlueprintAsyncActionBase的类,用于实现异步操作。通过动态多播委托处理多个输出节点,并在激活时启动新线程进行延迟操作。同时,文章还介绍了如何注册、销毁此类对象以及与游戏实例交互的方法。
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使用方法

  • 继承 UBlueprintAsyncActionBase

  • 成员函数 Activate 用于内部触发委托绑定的事件

  • 成员函数 RegisterWithGameInstance 允许将该对象注册到 GameInstance,防止GC

  • 注册后,调用成员方法 SetReadyToDestroy 销毁、释放,从 GameInstance 注销

  • 需要动态多播委托,作为多个输出节点

代码实现

头文件


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

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "MyBlueprintAsyncActionBase.generated.h"

/**
 * 
 */
UCLASS()
class MYUNREALCPP_API AAsyncTickActor : public AActor
{
    GENERATED_BODY()
public:
    UPROPERTY(BlueprintReadWrite)
        TArray<int32>CountdownNums;
};

// 定义委托类型
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FResultHandleDelegate, int32, Result);

UCLASS()
class MYUNREALCPP_API UMyBlueprintAsyncActionBase : public UBlueprintAsyncActionBase
{
    GENERATED_BODY()
public:
    UMyBlueprintAsyncActionBase(){;}
    ~UMyBlueprintAsyncActionBase(){;}

    // 自定义的异步蓝图节点
    UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"), Category = "MyBPAsyncAction")
        static UMyBlueprintAsyncActionBase* LatentCountdown(UObject* WorldContextObject, AAsyncTickActor* AsyncTickActor, int32 StartNum);
public:
    //输出节点
    UPROPERTY(BlueprintAssignable)
        FResultHandleDelegate OnSucceeded;
    //输出节点
    UPROPERTY(BlueprintAssignable)
        FResultHandleDelegate OnFailed;
private:
    FTimerHandle TimerHandle;

protected:
    virtual void Activate() override;
};

源文件


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


#include "Test/MyBlueprintAsyncActionBase.h"

void UMyBlueprintAsyncActionBase::Activate()
{
    // 开新的线程,测试 Activate 调用情况
    Async(EAsyncExecution::ThreadPool, [&]()
        {
            UE_LOG(LogTemp, Warning, TEXT("Start Delay 2s."));
            FPlatformProcess::Sleep(2.0f);
            UE_LOG(LogTemp, Warning, TEXT("Delay Finished."));
        });
}

UMyBlueprintAsyncActionBase* UMyBlueprintAsyncActionBase::LatentCountdown(UObject* WorldContextObject, AAsyncTickActor* AsyncTickActor, int32 StartNum)
{
    if (WorldContextObject == nullptr)
    {
        UE_LOG(LogTemp, Warning, TEXT("Invalid WorldContextObject."));
        return nullptr;
    }

    UMyBlueprintAsyncActionBase* TestLatentNode = NewObject<UMyBlueprintAsyncActionBase>();
    auto CountdownFunc = [&, TestLatentNode, WorldContextObject, AsyncTickActor, StartNum]() {
        if (IsValid(AsyncTickActor))
        {
            if (AsyncTickActor->CountdownNums.Num() == StartNum)
            {
                TestLatentNode->OnSucceeded.Broadcast(1);
                WorldContextObject->GetWorld()->GetTimerManager().ClearTimer(TestLatentNode->TimerHandle);
                TestLatentNode->SetReadyToDestroy();
                UE_LOG(LogTemp, Warning, TEXT(" Countdown Completed."));
            }
            else
            {
                int32 length = AsyncTickActor->CountdownNums.Num();
                AsyncTickActor->CountdownNums.Add(length + 1);
                UE_LOG(LogTemp, Warning, TEXT(" Counting down... %d"), length + 1);
            }
        }
        else
        {
            TestLatentNode->OnFailed.Broadcast(-1);
            WorldContextObject->GetWorld()->GetTimerManager().ClearTimer(TestLatentNode->TimerHandle);
            UE_LOG(LogTemp, Warning, TEXT("Invalid AsyncTickActor."));
            FFrame::KismetExecutionMessage(TEXT("Invalid AsyncTickActor"), ELogVerbosity::Error);
        }
    };

    WorldContextObject->GetWorld()->GetTimerManager().SetTimer(TestLatentNode->TimerHandle, FTimerDelegate::CreateLambda(CountdownFunc), 1.0f, true);
    UE_LOG(LogTemp, Warning, TEXT("Countdown Starting."));
    return TestLatentNode;
}

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