Event Dispatchers

Event Dispatchers

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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

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

Called when PlayState changes

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

Called when Montage starts blending out and is not interrupted

On Breaking Events

Called when new breaking events are available.

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

Called when Montage finished playing and wasn't interrupted

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 is an unsuccessful query

On Finish

On Finish

On Finished

called when child task finishes execution before time runs out

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 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

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

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 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

On Success

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.

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