在UE4的UBlueprintFunctionLibrary子类中实现委托

  由于继承自UBlueprintFunctionLibrary的子类中声明的函数基本上是static,

在类内部调用外部定义的委托编译时会报错,按如下方式进行操作则可正常使用。

*.h

 

 1 UCLASS()
 2 class UE4_OSS_LIBRARY_API UOSSApiUtilty : public UBlueprintFunctionLibrary
 3 {
 4 GENERATED_BODY()
 5 public:
 6 
 7 DECLARE_DYNAMIC_DELEGATE_TwoParams(FOssPutObjComplete, bool, IsSuccess, FString, Err);
 8 
 9 UFUNCTION(BlueprintCallable, Category = "OSS_Api")
10 static void SetOssPutObjComplete(FOssPutObjComplete OnOssPutObjComplete);
11 
12 static void OnOssPutObjComplete(bool IsSuccess, FString Err);
13 
14 };

*.cpp

 1 static UOSSApiUtilty::FOssPutObjComplete OssPutObjComplete;
 2 
 3 void UOSSApiUtilty::SetOssPutObjComplete(FOssPutObjComplete OnOssPutObjComplete)
 4 {
 5     OssPutObjComplete = OnOssPutObjComplete;
 6 }
 7 
 8 void UOSSApiUtilty::OnOssPutObjComplete(bool IsSuccess, FString Err)
 9 {
10     OssPutObjComplete.ExecuteIfBound(IsSuccess, Err);
11 }

 在蓝图中调用函数

 

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