UBlueprintAsyncActionBase

BlueprintCallable factory functions for classes which inherit from [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase) will have a special blueprint node created for it: [UK2Node_AsyncAction](API\Editor\BlueprintGraph\UK2Node_AsyncAction) You can stop this node spawning and create a more specific one by adding the UCLASS metadata "HasDedicatedAsyncNode"

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Kismet/BlueprintAsyncActionBase.h

Include

#include "Kismet/BlueprintAsyncActionBase.h"

Syntax

class UBlueprintAsyncActionBase : public UObject

Remarks

BlueprintCallable factory functions for classes which inherit from UBlueprintAsyncActionBase will have a special blueprint node created for it: UK2Node_AsyncAction You can stop this node spawning and create a more specific one by adding the UCLASS metadata "HasDedicatedAsyncNode"

Variables

Constructors

Name Description

Public function

UBlueprintAsyncActionBase

(
    const FObjectInitializer& ObjectIn...
)

Default UObject constructor

Functions

Name Description

Public function Virtual

void

 

Activate()

Called to trigger the action once the delegates have been bound

Public function Virtual

void

 

RegisterWithGameInstance

(
    UObject* WorldContextObject
)

Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away

Protected function Virtual

void

 

RegisterWithGameInstance

(
    UGameInstance* GameInstance
)

Public function Virtual

void

 

SetReadyToDestroy()

Call when the action is completely done, this makes the action free to delete, and will unregister it with the game instance

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