Navigation
API > API/Plugins > API/Plugins/GameFeatures
Inheritance Hierarchy
- IGameFeatureStateChangeObserver
- UConversationRegistry
References
| Module | GameFeatures |
| Header | /Engine/Plugins/Experimental/GameFeatures/Source/GameFeatures/Public/GameFeatureStateChangeObserver.h |
| Include | #include "GameFeatureStateChangeObserver.h" |
Syntax
class IGameFeatureStateChangeObserver
Remarks
This class is meant to be overridden in your game to handle game-specific reactions to game feature plugins being mounted or unmounted
Generally you should prefer to use UGameFeatureAction instances on your game feature data asset instead of this, especially if any data is involved
If you do use these, create them in your UGameFeaturesProjectPolicies subclass and register them via AddObserver / RemoveObserver on UGameFeaturesSubsystem
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | OnGameFeatureActivating
(
const UGameFeatureData* GameFeatureData, |
||
| void | OnGameFeatureCheckingStatus
(
const FString& PluginURL |
||
| void | OnGameFeatureDeactivating
(
const UGameFeatureData* GameFeatureData, |
||
| void | OnGameFeatureLoading
(
const UGameFeatureData* GameFeatureData, |
||
| void | OnGameFeaturePauseChange
(
const FString& PluginURL, |
Called whenever a GameFeature State either pauses or resumes work without transitioning out of that state. | |
| void | OnGameFeatureRegistering
(
const UGameFeatureData* GameFeatureData, |
||
| void | OnGameFeatureTerminating
(
const FString& PluginURL |
||
| void | OnGameFeatureUnregistering
(
const UGameFeatureData* GameFeatureData, |