unreal.AsyncMessageSystemBlueprintLibrary¶
- class unreal.AsyncMessageSystemBlueprintLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibraryBlueprint function library for the Async Message System
C++ Source:
Plugin: AsyncMessageSystem
Module: AsyncMessageSystem
File: AsyncMessageBlueprintLibrary.h
- classmethod conv_async_message_id_to_string(message_id) str¶
Get the string representation of the given Async Message Id.
- Parameters:
message_id (AsyncMessageId) – The Message Id to get the string representation of
- Returns:
The String representation of the give async message Id
- Return type:
- classmethod get_message_blueprint_script_callstack(message) str¶
Gets the given message’s callstack of when and where it was queued from in blueprints/script
Note: bShouldRecordQueueCallstackOnMessages must be enabled in the project settings for this to have accurate data
- Parameters:
message (AsyncMessage) – The async message to get the callstack of to determine when and where it was queued.
- Returns:
The script callstack of where the message was queued from
- Return type:
- classmethod get_message_native_queue_callstack(message) str¶
Gets the given message’s callstack of when and where it was queued from native C++ code.
Note: bShouldRecordQueueCallstackOnMessages must be enabled in the project settings for this to have accurate data
- Parameters:
message (AsyncMessage) – The async message to get the callstack of to determine when and where it was queued.
- Returns:
The callstack of where the message was queued from
- Return type:
- classmethod queue_async_message_for_broadcast(world_context_object, message_id, payload, desired_endpoint) bool¶
Queues the given async message for broadcast the next time that this message system processes its message queue
- Parameters:
world_context_object (Object)
message_id (AsyncMessageId) – The message that you would like to queue for broadcasting
payload (InstancedStruct) – The payload data of this message. This payload data will be COPIED to the message queue to to make it safe for listeners on other threads.
desired_endpoint (AsyncMessageBindingEndpointInterface) – The endpoint which this listener should bind to. If nothing is provided, the default world endpoint will be used.
- Returns:
True if this message had an listeners bound to it and it was successfully queued
- Return type: