When to use UFUNCTION for delegates
In UnrealEngine, UFUNCTION
is used for enriching functions with additional specifiers for blueprint usage, replication and delegates.
However, some delegate types don't seem to allow to bind a UFUNCTION
(like a multicast delegate), while other types require to bind a UFUNCTION
(like a dynamic multicast delegate).
Is there an overview available, what delegate type accepts which type of function (normal c++ or UFUNCTION
)?
delegates unreal-engine4
add a comment |
In UnrealEngine, UFUNCTION
is used for enriching functions with additional specifiers for blueprint usage, replication and delegates.
However, some delegate types don't seem to allow to bind a UFUNCTION
(like a multicast delegate), while other types require to bind a UFUNCTION
(like a dynamic multicast delegate).
Is there an overview available, what delegate type accepts which type of function (normal c++ or UFUNCTION
)?
delegates unreal-engine4
add a comment |
In UnrealEngine, UFUNCTION
is used for enriching functions with additional specifiers for blueprint usage, replication and delegates.
However, some delegate types don't seem to allow to bind a UFUNCTION
(like a multicast delegate), while other types require to bind a UFUNCTION
(like a dynamic multicast delegate).
Is there an overview available, what delegate type accepts which type of function (normal c++ or UFUNCTION
)?
delegates unreal-engine4
In UnrealEngine, UFUNCTION
is used for enriching functions with additional specifiers for blueprint usage, replication and delegates.
However, some delegate types don't seem to allow to bind a UFUNCTION
(like a multicast delegate), while other types require to bind a UFUNCTION
(like a dynamic multicast delegate).
Is there an overview available, what delegate type accepts which type of function (normal c++ or UFUNCTION
)?
delegates unreal-engine4
delegates unreal-engine4
edited Nov 21 '18 at 20:32
Roi Danton
asked Nov 21 '18 at 17:01
Roi DantonRoi Danton
1,98121930
1,98121930
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add a comment |
1 Answer
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Only dynamic delegates require the functions which can be bounded to be a UFUNCTION
.
+-----------------------------------------------+----------------------+--------------------+
| Type | binds c++ function | binds `UFUNCTION` |
+-----------------------------------------------+----------------------+--------------------+
| Singlecast | yes | yes |
| Multicast | yes | no |
| Event | yes | ? |
| Dynamic singlecast | no | yes |
| Dynamic multicast | no | yes |
| `FTimerDelegate` (singlecast) | yes | yes |
| `FTimerDynamicDelegate` (dynamic singlecast) | no | yes |
+-----------------------------------------------+----------------------+--------------------+
(This is my observation so far. In case of errors, please comment or edit or add an answer.)
Performance
UFUNCTION
increases compile time and artifact size, so only use the macro when required by the calling code.
Dynamic delegates support serializing, have additional code for working in Blueprint graphs (called Events/Event Dispatcher in BP) and are slower than the other delegate types. If you only need delegates for C++, you don’t need dynamic ones most of the time.
C++ template support for non dynamic delegates
Delegates which accepts binding of c++ functions, can be wrapped by a template
template<typename T>
struct MyTemplateWrapper
{
DECLARE_MULTICAST_DELEGATE_OneParam(FMyDelegateWithTemplate, T);
};
Use it like MyTemplateWrapper<float>::FMyDelegateWithTemplate MyCallback;
.
Keep in mind: The UPROPERTY
macro is not supported for MyCallback
since MyTemplateWrapper
can't be a USTRUCT
/UCLASS
(since they don’t support templates). However, because the non dynamic delegate types don't support blueprints nevertheless, the missing UPROPERTY
is not a loss.
Off topic: Additional usage of UFUNCTION
Short summary at unreal answers.
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
Only dynamic delegates require the functions which can be bounded to be a UFUNCTION
.
+-----------------------------------------------+----------------------+--------------------+
| Type | binds c++ function | binds `UFUNCTION` |
+-----------------------------------------------+----------------------+--------------------+
| Singlecast | yes | yes |
| Multicast | yes | no |
| Event | yes | ? |
| Dynamic singlecast | no | yes |
| Dynamic multicast | no | yes |
| `FTimerDelegate` (singlecast) | yes | yes |
| `FTimerDynamicDelegate` (dynamic singlecast) | no | yes |
+-----------------------------------------------+----------------------+--------------------+
(This is my observation so far. In case of errors, please comment or edit or add an answer.)
Performance
UFUNCTION
increases compile time and artifact size, so only use the macro when required by the calling code.
Dynamic delegates support serializing, have additional code for working in Blueprint graphs (called Events/Event Dispatcher in BP) and are slower than the other delegate types. If you only need delegates for C++, you don’t need dynamic ones most of the time.
C++ template support for non dynamic delegates
Delegates which accepts binding of c++ functions, can be wrapped by a template
template<typename T>
struct MyTemplateWrapper
{
DECLARE_MULTICAST_DELEGATE_OneParam(FMyDelegateWithTemplate, T);
};
Use it like MyTemplateWrapper<float>::FMyDelegateWithTemplate MyCallback;
.
Keep in mind: The UPROPERTY
macro is not supported for MyCallback
since MyTemplateWrapper
can't be a USTRUCT
/UCLASS
(since they don’t support templates). However, because the non dynamic delegate types don't support blueprints nevertheless, the missing UPROPERTY
is not a loss.
Off topic: Additional usage of UFUNCTION
Short summary at unreal answers.
add a comment |
Only dynamic delegates require the functions which can be bounded to be a UFUNCTION
.
+-----------------------------------------------+----------------------+--------------------+
| Type | binds c++ function | binds `UFUNCTION` |
+-----------------------------------------------+----------------------+--------------------+
| Singlecast | yes | yes |
| Multicast | yes | no |
| Event | yes | ? |
| Dynamic singlecast | no | yes |
| Dynamic multicast | no | yes |
| `FTimerDelegate` (singlecast) | yes | yes |
| `FTimerDynamicDelegate` (dynamic singlecast) | no | yes |
+-----------------------------------------------+----------------------+--------------------+
(This is my observation so far. In case of errors, please comment or edit or add an answer.)
Performance
UFUNCTION
increases compile time and artifact size, so only use the macro when required by the calling code.
Dynamic delegates support serializing, have additional code for working in Blueprint graphs (called Events/Event Dispatcher in BP) and are slower than the other delegate types. If you only need delegates for C++, you don’t need dynamic ones most of the time.
C++ template support for non dynamic delegates
Delegates which accepts binding of c++ functions, can be wrapped by a template
template<typename T>
struct MyTemplateWrapper
{
DECLARE_MULTICAST_DELEGATE_OneParam(FMyDelegateWithTemplate, T);
};
Use it like MyTemplateWrapper<float>::FMyDelegateWithTemplate MyCallback;
.
Keep in mind: The UPROPERTY
macro is not supported for MyCallback
since MyTemplateWrapper
can't be a USTRUCT
/UCLASS
(since they don’t support templates). However, because the non dynamic delegate types don't support blueprints nevertheless, the missing UPROPERTY
is not a loss.
Off topic: Additional usage of UFUNCTION
Short summary at unreal answers.
add a comment |
Only dynamic delegates require the functions which can be bounded to be a UFUNCTION
.
+-----------------------------------------------+----------------------+--------------------+
| Type | binds c++ function | binds `UFUNCTION` |
+-----------------------------------------------+----------------------+--------------------+
| Singlecast | yes | yes |
| Multicast | yes | no |
| Event | yes | ? |
| Dynamic singlecast | no | yes |
| Dynamic multicast | no | yes |
| `FTimerDelegate` (singlecast) | yes | yes |
| `FTimerDynamicDelegate` (dynamic singlecast) | no | yes |
+-----------------------------------------------+----------------------+--------------------+
(This is my observation so far. In case of errors, please comment or edit or add an answer.)
Performance
UFUNCTION
increases compile time and artifact size, so only use the macro when required by the calling code.
Dynamic delegates support serializing, have additional code for working in Blueprint graphs (called Events/Event Dispatcher in BP) and are slower than the other delegate types. If you only need delegates for C++, you don’t need dynamic ones most of the time.
C++ template support for non dynamic delegates
Delegates which accepts binding of c++ functions, can be wrapped by a template
template<typename T>
struct MyTemplateWrapper
{
DECLARE_MULTICAST_DELEGATE_OneParam(FMyDelegateWithTemplate, T);
};
Use it like MyTemplateWrapper<float>::FMyDelegateWithTemplate MyCallback;
.
Keep in mind: The UPROPERTY
macro is not supported for MyCallback
since MyTemplateWrapper
can't be a USTRUCT
/UCLASS
(since they don’t support templates). However, because the non dynamic delegate types don't support blueprints nevertheless, the missing UPROPERTY
is not a loss.
Off topic: Additional usage of UFUNCTION
Short summary at unreal answers.
Only dynamic delegates require the functions which can be bounded to be a UFUNCTION
.
+-----------------------------------------------+----------------------+--------------------+
| Type | binds c++ function | binds `UFUNCTION` |
+-----------------------------------------------+----------------------+--------------------+
| Singlecast | yes | yes |
| Multicast | yes | no |
| Event | yes | ? |
| Dynamic singlecast | no | yes |
| Dynamic multicast | no | yes |
| `FTimerDelegate` (singlecast) | yes | yes |
| `FTimerDynamicDelegate` (dynamic singlecast) | no | yes |
+-----------------------------------------------+----------------------+--------------------+
(This is my observation so far. In case of errors, please comment or edit or add an answer.)
Performance
UFUNCTION
increases compile time and artifact size, so only use the macro when required by the calling code.
Dynamic delegates support serializing, have additional code for working in Blueprint graphs (called Events/Event Dispatcher in BP) and are slower than the other delegate types. If you only need delegates for C++, you don’t need dynamic ones most of the time.
C++ template support for non dynamic delegates
Delegates which accepts binding of c++ functions, can be wrapped by a template
template<typename T>
struct MyTemplateWrapper
{
DECLARE_MULTICAST_DELEGATE_OneParam(FMyDelegateWithTemplate, T);
};
Use it like MyTemplateWrapper<float>::FMyDelegateWithTemplate MyCallback;
.
Keep in mind: The UPROPERTY
macro is not supported for MyCallback
since MyTemplateWrapper
can't be a USTRUCT
/UCLASS
(since they don’t support templates). However, because the non dynamic delegate types don't support blueprints nevertheless, the missing UPROPERTY
is not a loss.
Off topic: Additional usage of UFUNCTION
Short summary at unreal answers.
answered Nov 22 '18 at 23:23
Roi DantonRoi Danton
1,98121930
1,98121930
add a comment |
add a comment |
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