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Dynamic delegate template class (UObject-based, serializable). You'll use the various DECLARE_DYNAMIC_DELEGATE macros to create the actual delegate type, templated to the function signature the delegate is compatible with. Then, you can create an instance of that class when you want to assign functions to the delegate.
| Name | TBaseDynamicDelegate |
| Type | class |
| Header File | /Engine/Source/Runtime/Core/Public/Delegates/DelegateSignatureImpl.inl |
| Include Path | #include "Delegates/DelegateSignatureImpl.inl" |
Syntax
template<typename ThreadSafetyMode, typename RetValType, typename... ParamTypes>
class TBaseDynamicDelegate : public TScriptDelegate< ThreadSafetyMode >
Inheritance Hierarchy
- TDelegateAccessHandlerBase → TScriptDelegate → TBaseDynamicDelegate
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Default constructor | |||
TBaseDynamicDelegate
(
const TScriptDelegate< ThreadSafetyMode >& InScriptDelegate |
Construction from an FScriptDelegate must be explicit. |
Classes
| Name | Remarks |
|---|---|
| TMethodPtrResolver | Templated helper class to define a typedef for user's method pointer, then used below |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void __Internal_BindDynamic
(
UserClass* InUserObject, |
Binds a UObject instance and a UObject method address to this delegate. | ||
void __Internal_BindDynamic
(
TObjectPtr< UserClass > InUserObject, |