一、在C++中创建动态多播委托
1、UEBpAndCpp_Sender.h
//声明一个蓝图可调用的多播委托的类型DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FUEBpAndCpp_Broadcast, int, Param);//创建对象UPROPERTY(BlueprintAssignable)FUEBpAndCpp_Broadcast UEBpAndCpp_Broadcast;
注意:相比纯C++多播委托,宏名字多了DYNAMIC单词
2、UEBpAndCpp_Sender.cpp
//广播UEBpAndCpp_Broadcast.Broadcast(FMath::RandRange(0, 100));
二、在C++中订阅、取消订阅动态多播委托
1、UEBpAndCpp_Receiver_G.h
#include "UEBpAndCpp_Receiver_Parent.h"protected:virtual void BeginPlay() override;public:UFUNCTION()void OnReceived(int Param);
注意:一定要加UFUNCTION
2、UEBpAndCpp_Receiver_G.cpp
#include "UEBpAndCpp_Receiver_G.h"
#include "UEBpAndCpp_Sender.h"
#include "Engine/Engine.h"
#include "Kismet/GameplayStatics.h"void AUEBpAndCpp_Receiver_G::BeginPlay()
{Super::BeginPlay();//订阅动态多播委托AUEBpAndCpp_Sender* PlayerPawn = Cast<AUEBpAndCpp_Sender>(UGameplayStatics::GetPlayerPawn(this, 0));PlayerPawn->UEBpAndCpp_Broadcast.AddDynamic(this, &AUEBpAndCpp_Receiver_G::OnReceived);//取消订阅动态多播委托PlayerPawn->UEBpAndCpp_Broadcast.RemoveDynamic(this, &AUEBpAndCpp_Receiver_G::OnReceived);
}void AUEBpAndCpp_Receiver_G::OnReceived(int Param)
{GEngine->AddOnScreenDebugMessage(INDEX_NONE, 10.0f, FColor::Green, FString::Printf(TEXT("%i"), Param));
}
注意:这里相比纯C++多播委托,由AddUObject函数变为了AddDynamic宏
三、在蓝图中订阅、取消订阅动态多播委托