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API > API/Plugins > API/Plugins/ControlRig > API/Plugins/ControlRig/UControlRig
To support Blueprints/scripting, we need a different delegate type (a 'Dynamic' delegate) which supports looser style UFunction binding (using names).
| Name | FOnControlSelectedBP_MCSignature |
| Type | class |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/ControlRig.h |
| Include Path | #include "ControlRig.h" |
Syntax
class FOnControlSelectedBP_MCSignature : public TBaseDynamicMulticastDelegate< FNotThreadSafeDelegateMode, void, UControlRig *, const FRigControlElement &, bool >
Inheritance Hierarchy
- TDelegateAccessHandlerBase → TMulticastScriptDelegate → TBaseDynamicMulticastDelegate → UControlRig::FOnControlSelectedBP_MCSignature
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Default constructor | ControlRig.h | ||
FOnControlSelectedBP_MCSignature
(
const TMulticastScriptDelegate<>& InMulticastScriptDelegate |
Construction from an FMulticastScriptDelegate must be explicit. | ControlRig.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Broadcast
(
UControlRig* InParam1, |
Broadcasts this delegate to all bound objects, except to those that may have expired | ControlRig.h |