Navigation
| Name | AsyncMessageSystem |
| Type | Plugin |
| Part of Plugins | AsyncMessageSystem |
| Location | /Engine/Plugins/Experimental/AsyncMessageSystem/Source/AsyncMessageSystem/ |
| Module Build Rules | AsyncMessageSystem.Build.cs |
Classes
| Name | Remarks |
|---|---|
| FAsyncGameplayMessageSystem | Implementation of an async message system which schedules the processing of messages based on tick groups and named thread async tasks, making it integrate nicely with common gameplay frameworks in Unreal. |
| FAsyncMessageBindingEndpoint | The message binding endpoint is what stores the actual map of listeners and what Message Id's they are bound to. |
| FAsyncMessageStore | Implementation for the actual storage of async messages for different binding methods. |
| FAsyncMessageSystemBase | Base abstract implementation of an async message system which can be used to easily pass signals and messages across different threads in Unreal. |
| UAsyncMessageBindingComponent | A blueprint component which will allow you to specify a specific endpoint to use when queueing messages or binding listeners to the Async Message System. |
| UAsyncMessageBindingEndpointInterface | |
| UAsyncMessageWorldSubsystem | A world subsystem which will create a unique message system per-world and allow for easy access to the message system interface for gameplay code. |
Structs
| Name | Remarks |
|---|---|
| FAsyncMessage | A single async message which has been queued for broadcasting, and listeners are interested in receiving the data from. |
| FAsyncMessageBindingOptions | Options used to specify when a binder would like to receive a message when it is broadcast. |
| FAsyncMessageHandle | Handle used to identify a bound listener to an Async Message. |
| FAsyncMessageId | Represents a single message which can be bound to and queued in the async message system. |
Interfaces
| Name | Remarks |
|---|---|
| IAsyncMessageBindingEndpointInterface | Interface to implement which will allow users to specify which binding endpoint should be used in any script functions for the async message system. |