unreal.AsyncMessageId¶
- class unreal.AsyncMessageId(internal_message_tag: GameplayTag = Ellipsis)¶
Bases:
StructBaseRepresents a single message which can be bound to and queued in the async message system.
This ID is what you use to bind to (listen for) messages which are being broadcast, as well as actually queue the message for broadcasting.
Internally this is simply a FGameplayTag, which is how this Message’s parent hierarchy is determined.
C++ Source:
Plugin: AsyncMessageSystem
Module: AsyncMessageSystem
File: AsyncMessageId.h
Editor Properties: (see get_editor_property/set_editor_property)
internal_message_tag(GameplayTag): [Read-Write] The FName which represents this async message ID
- property internal_message_tag: GameplayTag¶
[Read-Write] The FName which represents this async message ID
- Type: