unreal.AsyncMessageSystemBlueprintLibrary

class unreal.AsyncMessageSystemBlueprintLibrary(outer: Object | None = None, name: Name | str = 'None')

Bases: BlueprintFunctionLibrary

Blueprint 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:

str

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:

str

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:

str

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:

bool