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Used to tie events to delegates at runtime
To use, override 'K2Node::GetDynamicBindingClass' to specify a child of this class. Additionally, override 'K2Node::RegisterDynamicBinding'. During compilation, your node will be given an instance of the specified binding class to use for binding delegates.
| Name | UDynamicBlueprintBinding |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/DynamicBlueprintBinding.h |
| Include Path | #include "Engine/DynamicBlueprintBinding.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UDynamicBlueprintBinding : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDynamicBlueprintBinding
Derived Classes
- UComponentDelegateBinding
- UGeneratedBlueprintBinding
- UInputDelegateBinding
- UWidgetAnimationDelegateBinding
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDynamicBlueprintBinding
(
const FObjectInitializer& ObjectInitializer |
Engine/DynamicBlueprintBinding.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BindDynamicDelegates
(
UObject* InInstance |
Engine/DynamicBlueprintBinding.h | ||
virtual void UnbindDynamicDelegates
(
UObject* Instance |
Engine/DynamicBlueprintBinding.h | ||
virtual void UnbindDynamicDelegatesForProperty
(
UObject* InInstance, |
Engine/DynamicBlueprintBinding.h |