Code Modules
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EventDispatcher (Runtime)
Changelog
Number of C++ Classes: 10+
Supported Development Platforms: Windows
Supported Target Build Platforms: Windows, Linux, Mac, Android, IOS
Documentation: https://eeldev.com/
Product Support
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For product support and technical support you’ll have to verify product ownership as stated here: https://eeldev.com/help
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You can find product support hours and more information in the link above.
代码模块
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EventDispatcher(运行时)
更新日志
C++类数: 10+
支持的开发平台: 窗户
支持的目标构建平台: Windows,Linux,Mac,Android,IOS
产品支持
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为 产品支持 和 技术支持 您必须验证此处所述的产品所有权: https://eeldev.com/help
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你可以找到产品 支援时间 和更多信息在上面的链接。
Global event handler / manager (delegates)
Example Usage
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Register “MyEvent” in a UMG widget then call “MyEvent” from ANYWHERE in your project, for example in the Game Mode, Game Instance or your Level Blueprint, without having to reference the UMG widget, you can call the “MyEvent” and it will be executed inside your UMG widget.
Features
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Bind events globally
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Invoke / Call events globally
Video Demonstration
Video Tutorial
eelDev
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Products: https://www.unrealengine.com/marketplace/profile/eeldev
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Discord: https://discord.gg/3Yu7pEy
全局事件处理程序/管理器(委托)
示例用法
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登记”我的,我的“在UMG小部件中,然后调用”我的,我的“从 任何地方 在您的项目中,例如在游戏模式、游戏实例或关卡蓝图中,无需引用UMG控件,您可以调用”我的,我的“它将在您的UMG小部件中执行。
特征
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全局绑定事件
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全局调用/调用事件
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