DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FReceiveDelegateEvent, FString, Value1, FString, Value2);
UPROPERTY(BlueprintAssignable, Category = "Event")
FReceiveDelegateEvent ReceiveDelegateEvent;
////////////////////////////////////////////
void AMyClass:BroadcastToBluePrint(FString value1, FString value2) {
this->ReceiveDelegateEvent.Broadcast(value1, value2);
}
本文展示了一个使用Unreal Engine 4 (UE4)中声明的动态多播委托的示例,该委托接受两个FString参数,并展示了如何在C++中广播此事件到蓝图。
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