Actions
Added |
Added |
Application Failed to Register for Remote Notifications Delegate |
called when the application fails to register for remote notifications |
Application Has Entered Foreground Delegate |
Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate) |
Application Has Reactivated Delegate |
Called when the application has been reactivated (reverse any processing done in the Deactivate delegate) |
Application Received Local Notification Delegate |
called when the application receives a local notification |
Application Received Remote Notification Delegate |
called when the application receives a remote notification |
Application Received Screen Orientation Changed Notification Delegate |
called when the application receives a screen orientation change notification |
Application Received Startup Arguments Delegate |
Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one. |
Application Registered for Remote Notifications Delegate |
called when the user grants permission to register for remote notifications |
Application Registered for User Notifications Delegate |
called when the user grants permission to register for notifications |
Application Should Unload Resources Delegate |
Called when the OS is running low on resources and asks the application to free up any cached resources, drop graphics quality etc. |
Application Will Deactivate Delegate |
This is called when the application is about to be deactivated (e.g., due to a phone call or SMS or the sleep button). The game should be paused if possible, etc... |
Application Will Enter Background Delegate |
This is called when the application is being backgrounded (e.g., due to switching to another app or closing it via the home button) The game should release shared resources, save state, etc..., since it can be terminated from the background state without any further warning. |
Application Will Terminate Delegate |
This may be called when the application is getting terminated by the OS. There is no guarantee that this will ever be called on a mobile device, save state when ApplicationWillEnterBackgroundDelegate is called instead. |
ASAAnchor Located Delegate |
ASAAnchor Located Delegate |
ASALocate Anchors Complete Delegate |
ASALocate Anchors Complete Delegate |
ASASession Updated Delegate |
ASASession Updated Delegate |
Blocked |
Blocked |
Cancelled |
Cancelled |
Complete |
Complete |
Completed |
Completed |
Create Event |
K2Node Create Delegate |
Device Has Reactivated Delegate |
This event is called when the device has transitioned to the active mode from reality or standby. This is triggered when the device comes out of the reality mode or when the wearable is back on head and is no longer in standby mode. |
Device Will Enter Reality Mode Delegate |
This event is called when the device has transitioned to the reality mode. |
Device Will Go in Standby Delegate |
This callback is called when the device has transitioned to the standby mode. This is triggered when the wearable is off head. |
Did Not Spawn |
Called when we can't spawn: on clients or potentially on server if they fail to spawn (rare) |
Event Received |
Event Received |
Finished |
Called when animation has been completed |
Focus Gained Delegate |
This events is called when focus has been gained, usually on startup or after a system dialog has been closed |
Focus Lost Delegate |
This events is called when focus has been lost, usually because a system dialog has been displayed |
HMDConnect Canceled Delegate |
This will be called when the user declines to connect the HMD when prompted to do so by a system dialog. (PS4 Only) |
HMDLost Delegate |
This will be called when connection to HMD is lost. |
HMDPut on Head Delegate |
This will be called when the HMD detects that it has been put on by a player. |
HMDRecentered Delegate |
This will be called when the application is asked for VR headset recenter. |
HMDReconnected Delegate |
This will be called when connection to HMD is restored. |
HMDRemoved from Head Delegate |
This will be called when the HMD detects that it has been taken off by a player (disconnecting the hmd also causes it to register as taken off). |
HMDTracking Initialized Delegate |
This will be called on Morpheus when the HMD is done initializing and therefore reprojection will start functioning. The app can continue now. (PS4 Only) |
HMDTracking Initializing and Needs HMDTo be Tracked Delegate |
This will be called on Morpheus if the HMD starts up and is not fully initialized (in NOT_STARTED or CALIBRATING states). The HMD will stay in NOT_STARTED until it is successfully position tracked. Until it exits NOT_STARTED orientation based reprojection does not happen. Therefore we do not update rotation at all to avoid user discomfort. Instructions to get the hmd tracked should be shown to the user. Sony may fix this eventually. (PS4 Only) |
Invalid Handle |
Invalid Handle |
MoveCompleted |
Blueprint notification that we've completed the current movement request |
On Accept |
On Accept |
On Activate |
On Activate |
On AISpawned |
Called when a single AI finished spawning |
On All AISPawned |
Called when a all AI finished spawning |
On All Montage Instances Ended |
Called when all Montage instances have ended. |
On Applied |
On Applied |
On Audio Envelope Value |
On Audio Envelope Value |
On Audio Fade Change Event |
If bound, broadcast on fade start (with fade time) instead of manually altering audio device's master volume directly |
On Audio Finished |
Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early |
On Audio Multi Envelope Value |
On Audio Multi Envelope Value |
On Audio Play State Changed |
This function returns the Targeted Audio Component?s current Play State. Playing, if the sound is currently playing. Stopped, if the sound is stopped. Paused, if the sound is currently playing, but paused. Fading In, if the sound is in the process of Fading In. Fading Out, if the sound is in the process of Fading Out. |
On Audio Playback Percent |
Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. Computed as samples played divided by total samples, taking into account pitch. Not currently implemented on all platforms. |
On Audio Single Envelope Value |
On Audio Single Envelope Value |
On Audio Virtualization Changed |
Called when virtualization state changes |
On Blend Out |
On Blend Out |
On Breaking Events |
Called when new breaking events are available. |
On Button Base Clicked |
On Button Base Clicked |
On Button Base Double Clicked |
On Button Base Double Clicked |
On Cancel |
On Cancel |
On Cancelled |
On Cancelled |
On Change |
On Change |
On Collision Events |
Called when new collision events are available. |
On Commit |
On Commit |
On Completed |
On Completed |
On Config Camera |
A dynamic delegate can be assigned through blueprint. Will be called before ARSession started and returns an array of supported ARCore camera config. The array will always return 3 camera configs. The GPU texture resolutions are the same in all three configs. Currently, most devices provide GPU texture resolution of 1920 x 1080, but devices might provide higher or lower resolution textures, depending on device capabilities. The CPU image resolutions returned are VGA, 720p, and a resolution matching the GPU texture. Bind this delegate if you want to choose a specific camera config in your app. Call UGoogleARCoreSessionFunctionLibrary::ConfigARCoreCamera after the delegate is triggered. |
On Confirm |
On Confirm |
On Constraint Broken |
Notification when constraint is broken. |
On Controller Recentered Delegate |
DEPRECATED: Please use VRNotificationsComponent's VRControllerRecentered delegate instead! |
On Controller State Changed Delegate |
On Controller State Changed Delegate |
On Direct Link Change |
Dynamic delegate used to trigger an event in the Game when there is a change in the DirectLink network |
On Drag Cancelled |
On Drag Cancelled |
On Dragged |
On Dragged |
On Drop |
On Drop |
On Envelope Follower Update |
On Envelope Follower Update |
On Fail |
On Fail |
On Failed |
On Failed |
On Failure |
Called when there was an error updating the session |
On Finish |
On Finish |
On Finished |
On Finished |
On Finished Playing |
Event called whenever a non-looping flipbook finishes playing (either reaching the beginning or the end, depending on the play direction) |
On Force Feedback Finished |
called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early |
On Game User Settings UINeeds Update |
On Game User Settings UINeeds Update |
On Head Tracking Lost |
Map was lost. It could possibly recover. |
On Head Tracking New Session Started |
New map session created. |
On Head Tracking Recovered |
Previous map was recovered. |
On Head Tracking Recovery Failed |
Failed to recover previous map. |
On Hear Noise |
Delegate to execute when we hear a noise from a Pawn's PawnNoiseEmitterComponent. |
On Hovered Button Base Changed |
On Hovered Button Base Changed |
On Instigated Any Damage |
Called when the controller has instigated damage in any way |
On Interp to Reverse |
Called when InterpTo impacts something and reverse is enabled. |
On Interp to Stop |
Called when InterpTo has come to a stop. |
On Interrupted |
On Interrupted |
On Landed |
On Landed |
On Level Hidden |
Called when level is removed from the world |
On Level Loaded |
Called when level is streamed in |
On Level Shown |
Called when level is added to the world |
On Level Unloaded |
Called when level is streamed out |
On Load Failure |
On Load Failure |
On Low Power Mode Delegate |
Called when we are in low power mode |
On Mesh Tracker Updated |
Activated whenever new information about this mesh tracker is detected. |
On Model Loaded |
On Model Loaded |
On Montage Blending Out |
Called when a montage starts blending out, whether interrupted or finished |
On Montage Ended |
Called when a montage has ended, whether interrupted or finished |
On Montage Started |
Called when a montage has started |
On Move Finished |
On Move Finished |
On New Local Data from Clients |
Event fired when server receives new local data from connected clients. |
On Notify Begin |
On Notify Begin |
On Notify End |
On Notify End |
On Overlap |
On Overlap |
On Particle Burst |
On Particle Burst |
On Particle Collide |
On Particle Collide |
On Particle Death |
On Particle Death |
On Particle Spawn |
On Particle Spawn |
On Perception Updated |
Might want to move these to special "BP_AIPerceptionComponent" |
On Perform Action |
On Perform Action |
On Persistent Entity Pin Lost |
Fired when an entity loses its pin. |
On Persistent Entity Pinned |
Fired when an entity is successfully pinned by this component. |
On Pick |
On Pick |
On Pin Data Load Attempt Completed |
On Pin Data Load Attempt Completed |
On Press |
On Press |
On Projectile Bounce |
Called when projectile impacts something and bounces are enabled. |
On Projectile Stop |
Called when projectile has come to a stop (velocity is below simulation threshold, bounces are disabled, or it is forcibly stopped). |
On Release |
On Release |
On Removed |
On Removed |
On Request Failed |
On Request Failed |
On Reset Delegate |
Called when InterpTo reached the end and reset back to start . |
On See Pawn |
Delegate to execute when we see a Pawn. |
On Selected Button Base Changed |
On Selected Button Base Changed |
On Selection Cleared |
On Selection Cleared |
On Setup Tests |
On Setup Tests |
On Smart Link Reached |
On Smart Link Reached |
On State Ended |
Invoked if 'EndAbilityState' is called or if 'EndAbility' is called and this state is active. |
On State Interrupted |
Invoked if the ability was interrupted and this state is active. |
On Submix Recorded File Done |
Blueprint delegate for when a recorded file is finished exporting. |
On Success |
Called when there is a successful InAppPurchase query |
On Sync |
On Sync |
On System Finished |
Called when the particle system is done |
On Target Location Reached |
On Target Location Reached |
On Target Perception Info Updated |
Notifies all bound objects that perception info has been updated for a given target. The notification is broadcasted for any received stimulus or on change of state according to the stimulus configuration. Note - This delegate will be called even if source actor is no longer valid by the time a stimulus gets processed so it is better to use source id for bookkeeping. @param UpdateInfo Data structure providing information related to the updated perceptual data |
On Target Perception Updated |
Notifies all bound objects that perception info has been updated for a given target. The notification is broadcasted for any received stimulus or on change of state according to the stimulus configuration. Note - This delegate will not be called if source actor is no longer valid by the time a stimulus gets processed. Use OnTargetPerceptionInfoUpdated providing a source id to handle those cases. @param SourceActor Actor associated to the stimulus (can not be null) @param Stimulus Updated stimulus |
On Temperature Change Delegate |
Called when temperature level has changed, and receives the severity |
On Test Finished |
Called when the test is finished. Use it to clean up |
On Test Prepare |
Called when the test is ready to prepare |
On Test Start |
Called when the test is started |
On Tests Begin |
On Tests Begin |
On Tests Complete |
On Tests Complete |
On Time Expired |
called when time runs out |
On Timed Out |
On Timed Out |
On Timed Out and Destination Reached |
On Timed Out and Destination Reached |
On Touchpad Gesture Continue |
DEPRECATED use Touchpad Gesture Events instead. - Event called when a touchpad gesture continues. Provides all the meta data about the given gestures. |
On Touchpad Gesture End |
DEPRECATED use Touchpad Gesture Events instead. - Event called when a touchpad gesture ends. Provides all the meta data about the given gestures. |
On Touchpad Gesture Start |
DEPRECATED use Touchpad Gesture Events instead. - Event called when a touchpad gesture starts. Provides all the meta data about the given gestures. |
On Trailing Events |
Called when new trailing events are available. |
On Velocity Chage |
Delegate called when velocity requirements are met |
On Wait Begin Delegate |
Called when InterpTo has come to a stop but will resume when possible. |
On Wait End Delegate |
Called when InterpTo has resumed following a stop. |
OnARActorSpawned |
On ARActor Spawned Delegate |
OnARActorToBeDestroyed |
On ARActor to be Destroyed Delegate |
OnAssetPostImport |
On Asset Post Import BP |
OnAssetPostLODImport |
On Asset Post LODImport BP |
OnAssetPreImport |
On Asset Pre Import BP |
OnAssetReimport |
On Asset Reimport BP |
OnNavigationGenerationFinished |
On Navigation Generation Finished Delegate |
OnPawnControllerChanged |
gets triggered shortly after a pawn's controller is set. Most of the time it signals that the Controller has changed but in edge cases (like during replication) it might end up broadcasting the same pawn-controller pair more than once |
Path Updated Notifier |
Path Updated Notifier |
Platform Changed to Laptop Mode Delegate |
This is called when a convertible laptop changed into laptop mode. |
Platform Changed to Tablet Mode Delegate |
This is called when a convertible laptop changed into tablet mode. |
Removed |
Removed |
Success |
Success |
Time Elapsed |
Time Elapsed |
Valid Data |
Valid Data |
VRController Recentered Delegate |
This will be called when the VR system recenters a controller. |