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Unreal Engine C++ API Reference > Runtime > Engine > Kismet
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintAsyncActionBase
- UARBaseAsyncTaskBlueprintProxy
- UARGetCandidateObjectAsyncTaskBlueprintProxy
- UARSaveWorldAsyncTaskBlueprintProxy
- UCheckGeoTrackingAvailabilityAsyncTaskBlueprintProxy
- UGetGeoLocationAsyncTaskBlueprintProxy
- UAsyncActionHandleSaveGame
- UAsyncCaptureScene
- UAsyncImageExport
- UAsyncRegisterAndExecuteTask
- UAsyncTask_LoadXRDeviceVisComponent
- UAsyncTaskDownloadImage
- UCancellableAsyncAction
- UAbilityAsync
- UAbilityAsync_WaitAttributeChanged
- UAbilityAsync_WaitGameplayEffectApplied
- UAbilityAsync_WaitGameplayEvent
- UAbilityAsync_WaitGameplayTag
- UAbilityAsync_WaitGameplayTagAdded
- UAbilityAsync_WaitGameplayTagRemoved
- UAbilityAsync_WaitGameplayTagQuery
- UAsyncNiagaraCaptureSimCache
- UEditorUtilityBlueprintAsyncActionBase
- UAsyncEditorDelay
- UAsyncEditorOpenMapAndFocusActor
- UAsyncEditorWaitForGameWorld
- ULogoutCallbackProxy
- UMovieSceneAsyncAction_SequencePrediction
- UOnlineBlueprintCallProxyBase
- UAchievementQueryCallbackProxy
- UAchievementWriteCallbackProxy
- UConnectionCallbackProxy
- UCreateSessionCallbackProxy
- UDestroySessionCallbackProxy
- UEndMatchCallbackProxy
- UEndTurnCallbackProxy
- UFindSessionsCallbackProxy
- UFindTurnBasedMatchCallbackProxy
- UJoinSessionCallbackProxy
- UOculusCreateSessionCallbackProxy
- UOculusEntitlementCallbackProxy
- UOculusFindSessionsCallbackProxy
- UOculusIdentityCallbackProxy
- UOculusUpdateSessionCallbackProxy
- UQuitMatchCallbackProxy
- UShowLoginUICallbackProxy
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Kismet/BlueprintAsyncActionBase.h |
Include | #include "Kismet/BlueprintAsyncActionBase.h" |
Syntax
class UBlueprintAsyncActionBase : public UObject
Remarks
BlueprintCallable factory functions for classes which inherit from UBlueprintAsyncActionBase will have a special blueprint node created for it: UK2Node_AsyncAction You can stop this node spawning and create a more specific one by adding the UCLASS metadata "HasDedicatedAsyncNode"
Variables
Type | Name | Description | |
---|---|---|---|
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TWeakObjectPtr< UGameInstance > | RegisteredWithGameInstance |
Constructors
Type | Name | Description | |
---|---|---|---|
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UBlueprintAsyncActionBase
(
const FObjectInitializer& ObjectInitializer |
Default UObject constructor |
Functions
Type | Name | Description | |
---|---|---|---|
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void | Activate () |
Called to trigger the action once the delegates have been bound |
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void | RegisterWithGameInstance
(
const UObject* WorldContextObject |
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 |
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void | RegisterWithGameInstance
(
UGameInstance* GameInstance |
|
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void | Call when the action is completely done, this makes the action free to delete, and will unregister it with the game instance |