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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 RegisterWithGameInstance
(
UGameInstance* GameInstance |
Kismet/BlueprintAsyncActionBase.h |
RegisterWithGameInstance(const UObject *)
Description
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
| Name | RegisterWithGameInstance |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/BlueprintAsyncActionBase.h |
| Include Path | #include "Kismet/BlueprintAsyncActionBase.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Kismet/BlueprintAsyncActionBase.cpp |
virtual void RegisterWithGameInstance
(
const UObject * WorldContextObject
)
RegisterWithGameInstance(UGameInstance *)
| Name | RegisterWithGameInstance |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/BlueprintAsyncActionBase.h |
| Include Path | #include "Kismet/BlueprintAsyncActionBase.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Kismet/BlueprintAsyncActionBase.cpp |
virtual void RegisterWithGameInstance
(
UGameInstance * GameInstance
)