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Context that provides extra information for deactivating a game feature, will use the same change context rules as the activating context
| Name | FGameFeatureDeactivatingContext |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeaturesSubsystem.h |
| Include Path | #include "GameFeaturesSubsystem.h" |
Syntax
struct FGameFeatureDeactivatingContext : public FGameFeatureStateChangeContext
Inheritance Hierarchy
- FGameFeatureStateChangeContext → FGameFeatureDeactivatingContext
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameFeatureDeactivatingContext
(
FSimpleDelegate&& InCompletionDelegate |
GameFeaturesSubsystem.h | ||
FGameFeatureDeactivatingContext
(
FStringView InPluginName, |
GameFeaturesSubsystem.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CompletionCallback | TFunction< void(FStringView InPauserTag)> | GameFeaturesSubsystem.h | ||
| NumPausers | int32 | GameFeaturesSubsystem.h | ||
| PluginName | FStringView | GameFeaturesSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetNumPausers() |
GameFeaturesSubsystem.h | ||
FSimpleDelegate PauseDeactivationUntilComplete () |
GameFeaturesSubsystem.h | ||
FSimpleDelegate PauseDeactivationUntilComplete
(
FString InPauserTag |
Call this if your observer has an asynchronous action to complete as part of shutdown, and invoke the returned delegate when you are done (on the game thread!) | GameFeaturesSubsystem.h |