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Unreal Engine C++ API Reference > Runtime > Engine > Kismet > UBlueprintAsyncActionBase > RegisterWithGameInstance
- UBlueprintAsyncActionBase::RegisterWithGameInstance()
- UEditorUtilityBlueprintAsyncActionBase::RegisterWithGameInstance()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Kismet/BlueprintAsyncActionBase.h |
Include | #include "Kismet/BlueprintAsyncActionBase.h" |
Source | /Engine/Source/Runtime/Engine/Private/Kismet/BlueprintAsyncActionBase.cpp |
virtual void RegisterWithGameInstance
&40;
const UObject &42; WorldContextObject
&41;
Remarks
Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away