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API > API/Plugins > API/Plugins/SceneStateEvent
| Name | USceneStateEventLibrary |
| Type | class |
| Header File | /Engine/Plugins/Experimental/SceneState/Source/SceneStateEvent/Public/SceneStateEventLibrary.h |
| Include Path | #include "SceneStateEventLibrary.h" |
Syntax
UCLASS (MinimalAPI)
class USceneStateEventLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → USceneStateEventLibrary
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool BroadcastEvent
(
UObject* WorldContextObject, |
Broadcasts an event to the every registered event stream within a world. | SceneStateEventLibrary.h |
|
static bool EventDataToStruct
(
const FInstancedStruct& InEventData, |
Converts the given event data instanced struct to the wild card if it matches struct types | SceneStateEventLibrary.h |
|
static bool FindEvent
(
UObject* InContextObject, |
Finds a captured event within an Event Stream with option to look into any pushed event in that stream (not only captured) | SceneStateEventLibrary.h |
|
static bool HasEvent
(
UObject* InContextObject, |
Returns whether an event is present as a captured event (or optionally just pushed) within an Event Stream | SceneStateEventLibrary.h |
|
static bool PushEvent
(
USceneStateEventStream* InEventStream, |
Pushes an event to the given event stream | SceneStateEventLibrary.h |
|
static bool TryGetEventHandlerId
(
UObject* InContextObject, |
SceneStateEventLibrary.h |