Event Dispatchers

Event Dispatchers

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Application Failed to Register for Remote Notifications Delegate

Application Failed to Register for Remote Notifications Delegate: called when the application fails to register for remote notifications

Application Has Entered Foreground Delegate

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

Application Has Reactivated Delegate: Called when the application has been reactivated (reverse any processing done in the Deactivate delegate)

Application Received Local Notification Delegate

Application Received Local Notification Delegate: called when the application receives a local notification

Application Received Remote Notification Delegate

Application Received Remote Notification Delegate: called when the application receives a remote notification

Application Received Screen Orientation Changed Notification Delegate

Application Received Screen Orientation Changed Notification Delegate: called when the application receives a screen orientation change notification

Application Received Startup Arguments Delegate

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

Application Registered for Remote Notifications Delegate: called when the user grants permission to register for remote notifications

Application Registered for User Notifications Delegate

Application Registered for User Notifications Delegate: called when the user grants permission to register for notifications

Application Should Unload Resources Delegate

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

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

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

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

Changed

Changed

Complete

Complete

Completed

Completed: Delegate called when the save/load completes

Create Event

K2Node Create Delegate

Did Not Spawn

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

Failure

Failure: Called when a message is broadcast on the specified channel. Use GetPayload() to request the message payload.

Finished

Finished: Called when animation has been completed

HMDConnect Canceled Delegate

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

HMDLost Delegate: This will be called when connection to HMD is lost.

HMDPut on Head Delegate

HMDPut on Head Delegate: This will be called when the HMD detects that it has been put on by a player.

HMDRecentered Delegate

HMDRecentered Delegate: This will be called when the application is asked for VR headset recenter.

HMDReconnected Delegate

HMDReconnected Delegate: This will be called when connection to HMD is restored.

HMDRemoved from Head Delegate

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

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

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

MeshModified

Mesh Modified BPEvent: Blueprintable event called when mesh is modified, in the same cases as OnMeshChanged

MoveCompleted

Receive Move Completed: Blueprint notification that we've completed the current movement request

Oculus Display Refresh Rate Changed

Oculus Display Refresh Rate Changed

On Accept

On Accept

On Activate

On Activate

On AISpawned

On AISpawned: Called when a single AI finished spawning

On All AISPawned

On All AISPawned: Called when a all AI finished spawning

On All Montage Instances Ended

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

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

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

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

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

On Audio Virtualization Changed: Called when virtualization state changes

On Begin PIE

On Begin PIE: Expose Begin PIE to blueprints.

On Blend Out

On Blend Out: Called when Montage starts blending out and is not interrupted

On Breaking Events

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

On Collision Events: Called when new collision events are available.

On Commit

On Commit

On Completed

On Completed

On Config Camera

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

On Constraint Broken: Notification when constraint is broken.

On Data Layer Runtime State Changed

On Data Layer Runtime State Changed: Called when a Data Layer changes state.

On Despawning Finished Event

On Despawning Finished Event: Called once DoDespawning completes and all mass agents spawned by this spawner have been despawned.

On Direct Link Change

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 End PIE

On End PIE: Expose End PIE to blueprints.

On Envelope Follower Update

On Envelope Follower Update

On Fail

On Fail

On Failed

On Failed

On Failure

On Failure: Called when there is an unsuccessful In-App Purchase transaction

On Finish

On Finish

On Finished

On Finished: called when child task finishes execution before time runs out

On Finished Playing

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

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 Hear Noise

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

On Instigated Any Damage: Called when the controller has instigated damage in any way

On Interp to Reverse

On Interp to Reverse: Called when InterpTo impacts something and reverse is enabled.

On Interp to Stop

On Interp to Stop: Called when InterpTo has come to a stop.

On Interrupted

On Interrupted: Called when Montage has been interrupted (or failed to play)

On Landed

On Landed

On Latest Overall Loudness Results

On Latest Overall Loudness Results: Delegate to receive the latest overall loudness results.

On Latest Overall Meter Results

On Latest Overall Meter Results: Delegate to receive the latest overall meter results.

On Latest Per Channel Loudness Results

On Latest Per Channel Loudness Results: Delegate to receive the latest per-channel loudness results.

On Latest Per Channel Meter Results

On Latest Per Channel Meter Results: Delegate to receive the latest per-channel meter results.

On Level Hidden

On Level Hidden: Called when level is removed from the world

On Level Loaded

On Level Loaded: Called when level is streamed in

On Level Shown

On Level Shown: Called when level is added to the world

On Level Unloaded

On Level Unloaded: Called when level is streamed out

On Load Failure

On Load Failure

On Low Power Mode Delegate

On Low Power Mode Delegate: Called when we are in low power mode

On Mesh Tracker Updated

On Mesh Tracker Updated: Activated whenever new information about this mesh tracker is detected.

On Model Loaded

On Model Loaded

On Montage Blending Out

On Montage Blending Out: Called when a montage starts blending out, whether interrupted or finished

On Montage Ended

On Montage Ended: Called when a montage has ended, whether interrupted or finished

On Montage Started

On Montage Started: Called when a montage has started

On Move Finished

On Move Finished

On Notify Begin

On Notify Begin

On Notify End

On Notify End

On Overall Loudness Results

On Overall Loudness Results: Delegate to receive all overall loudness results since last delegate call.

On Overall Meter Results

On Overall Meter Results: Delegate to receive all overall meter results since last delegate call.

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 Per Channel Loudness Results

On Per Channel Loudness Results: Delegate to receive all loudness results, per-channel, since last delegate call.

On Per Channel Meter Results

On Per Channel Meter Results: Delegate to receive all meter results, per-channel, since last delegate call.

On Perception Updated

On Perception Updated: Might want to move these to special "BP_AIPerceptionComponent"

On Perform Action

On Perform Action

On Pick

On Pick

On Plastic Deformation

On Plastic Deformation: Notification when constraint plasticity drive target changes.

On Press

On Press

On Projectile Bounce

On Projectile Bounce: Called when projectile impacts something and bounces are enabled.

On Projectile Stop

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 Removal Events

On Removal Events: Called when new trailing events are available.

On Removed

On Removed

On Request Failed

On Request Failed

On Reset Delegate

On Reset Delegate: Called when InterpTo reached the end and reset back to start .

On See Pawn

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 Spawning Finished Event

On Spawning Finished Event: Called once DoSpawning completes and all entities have been spawned.

On State Ended

On State Ended: Invoked if 'EndAbilityState' is called or if 'EndAbility' is called and this state is active.

On State Interrupted

On State Interrupted: Invoked if the ability was interrupted and this state is active.

On Submix Recorded File Done

On Submix Recorded File Done: Blueprint delegate for when a recorded file is finished exporting.

On Success

On Success

On Sync

On Sync

On System Finished

On System Finished: Called when the particle system is done

On Target Location Reached

On Target Location Reached

On Target Perception Info Updated

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

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

On Temperature Change Delegate: Called when temperature level has changed, and receives the severity

On Test Finished

On Test Finished: Called when the test is finished. Use it to clean up

On Test Prepare

On Test Prepare: Called when the test is ready to prepare

On Test Start

On Test Start: Called when the test is started

On Tests Begin

On Tests Begin

On Tests Complete

On Tests Complete

On Time Expired

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 Trailing Events

On Trailing Events: Called when new trailing events are available.

On Velocity Chage

On Velocity Chage: Delegate called when velocity requirements are met

On Wait Begin Delegate

On Wait Begin Delegate: Called when InterpTo has come to a stop but will resume when possible.

On Wait End Delegate

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

On Pawn Controller Changed Delegates: 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

Platform Changed to Laptop Mode Delegate: This is called when a convertible laptop changed into laptop mode.

Platform Changed to Tablet Mode Delegate

Platform Changed to Tablet Mode Delegate: This is called when a convertible laptop changed into tablet mode.

Removed

Removed

Result

Result: Called when a message is broadcast on the specified channel. Use GetPayload() to request the message payload.

Success

Success

Time Elapsed

Time Elapsed

Valid Data

Valid Data

VRController Recentered Delegate

VRController Recentered Delegate: This will be called when the VR system recenters a controller.