UGameFeatureStateChangeObserver

This class is meant to be overridden in your game to handle game-specific reactions to game feature plugins being mounted or unmounted

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UGameFeatureStateChangeObserver

References

Module

GameFeatures

Header

/Engine/Plugins/Experimental/GameFeatures/Source/GameFeatures/Public/GameFeatureStateChangeObserver.h

Include

#include "GameFeatureStateChangeObserver.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UGameFeatureStateChangeObserver : public UObject

Remarks

This class is meant to be overridden in your game to handle game-specific reactions to game feature plugins being mounted or unmounted

Generally you should prefer to use UGameFeatureAction instances on your game feature data asset instead of this, especially if any data is involved

If you do use these, create them in your UGameFeaturesProjectPolicies subclass and register them via AddObserver / RemoveObserver on UGameFeaturesSubsystem

Functions

Name Description

Public function Virtual

void

 

OnGameFeatureActivating

(
    const UGameFeatureData* GameFe...
)

Public function Virtual

void

 

OnGameFeatureDeactivating

(
    const UGameFeatureData* GameFe...,
    FGameFeatureDeactivatingContext& C...
)

Public function Virtual

void

 

OnGameFeatureLoading

(
    const UGameFeatureData* GameFe...
)

Public function Virtual

void

 

OnGameFeatureRegistering

(
    const UGameFeatureData* GameFe...,
    const FString& PluginName
)

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