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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"
| Name | UBlueprintAsyncActionBase |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/BlueprintAsyncActionBase.h |
| Include Path | #include "Kismet/BlueprintAsyncActionBase.h" |
Syntax
UCLASS (MinimalAPI)
class UBlueprintAsyncActionBase : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintAsyncActionBase
Derived Classes
UBlueprintAsyncActionBase derived class hierarchy
- UCancellableAsyncAction
- UOnlineBlueprintCallProxyBase
- UARBaseAsyncTaskBlueprintProxy
- UAsyncAction_LearningAgentsQueryReplays
- UAsyncAction_PerformTargeting
- UAsyncActionHandleSaveGame
- UAsyncCaptureScene
- UEditorUtilityBlueprintAsyncActionBase
- UAsyncImageExport
- UAsyncRegisterAndExecuteTask
- UAsyncTask_LoadXRDeviceVisComponent
- UAsyncTask_OpenMrcVidCaptureFeedBase
- UAsyncTaskDownloadImage
- UChangeClientAsyncAction
- ULogoutCallbackProxy
- UMovieSceneAsyncAction_SequencePrediction
- UPCGGenerateGraphAsync
- UPromptClientForStringAsyncAction
- UShowLoginUICallbackProxy
- UTG_AsyncTask
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBlueprintAsyncActionBase
(
const FObjectInitializer& ObjectInitializer |
Default UObject constructor | Kismet/BlueprintAsyncActionBase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate() |
Called to trigger the action once the delegates have been bound | Kismet/BlueprintAsyncActionBase.h |
|
virtual 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 | Kismet/BlueprintAsyncActionBase.h | |
virtual void SetReadyToDestroy() |
Call when the action is completely done, this makes the action free to delete, and will unregister it with the game instance | Kismet/BlueprintAsyncActionBase.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void RegisterWithGameInstance
(
UGameInstance* GameInstance |
Kismet/BlueprintAsyncActionBase.h |