Title here
Summary here
With the following steps, we can quickly define and use an event.
To create an event, we need to define a subclass based on UDidaEvent
, which can be a C++
class or a blueprint class.
In the blueprint, you can call the DidaInvokeEvent
node to trigger the event.
In an Actor
, you can use DidaEventListenerComponent
to listen for events.
Set the Component’s properties to configure the events you want to listen to.
Use the Delegate on the Component to define the logic that will run when the event is received.
🎉 Following the steps above, we have implemented a feature:
When pressing a key, the character object outputs a log message.