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Base class for asynchronous actions that can be spawned from UK2Node_AsyncAction or C++ code. These actions register themselves with the game instance and need to be explicitly canceled or ended normally to go away. The ExposedAsyncProxy metadata specifies the blueprint node will return this object for later canceling.
| Name | UCancellableAsyncAction |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/CancellableAsyncAction.h |
| Include Path | #include "Engine/CancellableAsyncAction.h" |
Syntax
UCLASS (Abstract, BlueprintType, Meta=(ExposedAsyncProxy=AsyncAction), MinimalAPI)
class UCancellableAsyncAction : public UBlueprintAsyncActionBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintAsyncActionBase → UCancellableAsyncAction
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Cancel() |
Cancel an asynchronous action, this attempts to cancel any lower level processes and also prevents delegates from being fired | Engine/CancellableAsyncAction.h |
|
FTimerManager * GetTimerManager() |
Wrapper function to get a timer manager for scheduling callbacks | Engine/CancellableAsyncAction.h | |
virtual bool IsActive() |
Returns true if this action is still active and has not completed or been cancelled | Engine/CancellableAsyncAction.h |
|
bool IsRegistered() |
Returns true if this action is registered with a valid game instance | Engine/CancellableAsyncAction.h | |
virtual bool ShouldBroadcastDelegates() |
This should be called prior to broadcasting delegates back into the event graph, this ensures the action is still valid | Engine/CancellableAsyncAction.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Handle when this action is being destroyed to ensure that the action is canceled and child classes can clean up. | Engine/CancellableAsyncAction.h |