Unreal C++/Blueprint

posted in: Non classé | 0
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class PLUGIN_API UMyClass: public UActorComponent
{

GENERATED_BODY()
// use dynamic multicast, more option here
     DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnCustomDispatch);

public:
UPROPERTY(BlueprintAssignable)
FOnCustomDispatch OnCustomDispatch ;

}
[...]
OnCustomDispatch.Broadcast();

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Switch Variables") 
float DesiredIntensity;


more info : https://docs.unrealengine.com/en-US/Gameplay/ClassCreation/CodeAndBlueprints/index.html