Navigation
API > API/Plugins > API/Plugins/ModularGameplay > API/Plugins/ModularGameplay/UGameFrameworkComponentManager
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDelegateHandle RegisterAndCallForActorInitState
(
AActor* Actor, |
Registers native delegate for feature state change notifications on a specific actor and may call it immediately | Components/GameFrameworkComponentManager.h | |
bool RegisterAndCallForActorInitState
(
AActor* Actor, |
Registers blueprint delegate for feature state change notifications on a specific actor and may call it immediately | Components/GameFrameworkComponentManager.h |
|
RegisterAndCallForActorInitState(AActor *, FName, FGameplayTag, FActorInitStateChangedDelegate, bool)
Description
Registers native delegate for feature state change notifications on a specific actor and may call it immediately
| Name | RegisterAndCallForActorInitState |
| Type | function |
| Header File | /Engine/Plugins/Runtime/ModularGameplay/Source/ModularGameplay/Public/Components/GameFrameworkComponentManager.h |
| Include Path | #include "Components/GameFrameworkComponentManager.h" |
| Source | /Engine/Plugins/Runtime/ModularGameplay/Source/ModularGameplay/Private/Components/GameFrameworkComponentManager.cpp |
FDelegateHandle RegisterAndCallForActorInitState
(
AActor * Actor,
FName FeatureName,
FGameplayTag RequiredState,
FActorInitStateChangedDelegate Delegate,
bool bCallImmediately
)
DelegateHandle used for later removal
Parameters
| Name | Remarks |
|---|---|
| Actor | The actor to listen for state changes to, if you don't have a specific actor call the Class version instead |
| FeatureName | If not empty, only listen to state changes for the specified feature |
| RequiredState | If specified, only activate if the init state of the feature is equal to or later than this |
| Delegate | Native delegate to call |
| bCallImmediately | If true and the actor feature is already in the specified state, call delegate immediately after registering |
RegisterAndCallForActorInitState(AActor *, FName, FGameplayTag, FActorInitStateChangedBPDelegate, bool)
Description
Registers blueprint delegate for feature state change notifications on a specific actor and may call it immediately
| Name | RegisterAndCallForActorInitState |
| Type | function |
| Header File | /Engine/Plugins/Runtime/ModularGameplay/Source/ModularGameplay/Public/Components/GameFrameworkComponentManager.h |
| Include Path | #include "Components/GameFrameworkComponentManager.h" |
| Source | /Engine/Plugins/Runtime/ModularGameplay/Source/ModularGameplay/Private/Components/GameFrameworkComponentManager.cpp |
UFUNCTION (BlueprintCallable, Category="InitState")
bool RegisterAndCallForActorInitState
(
AActor * Actor,
FName FeatureName,
FGameplayTag RequiredState,
FActorInitStateChangedBPDelegate Delegate,
bool bCallImmediately
)
true if delegate was registered
Parameters
| Name | Remarks |
|---|---|
| Actor | The actor to listen for state changes to, if you don't have a specific actor call the Class version instead |
| FeatureName | If not empty, only listen to state changes for the specified feature |
| RequiredState | If specified, only activate if the init state of the feature is equal to or later than this |
| Delegate | Native delegate to call |
| bCallImmediately | If true and the actor feature is already in the specified state, call delegate immediately after registering |