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MCRO
C++23 utilities for Unreal Engine.
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Use this in global variables to automatically do things on module startup or shutdown. More...
#include <Modules.h>
Public Member Functions | |
| TObserveModule (FObserveModuleListener &&listeners) | |
Default constructor will try to infer module name from type name. Given convention (F|I)Foobar(Module(Interface)?)? the extracted name will be Foobar. If your module doesn't follow this naming use the constructor accepting an FName. | |
| TObserveModule (FName const &moduleName, FObserveModuleListener &&listeners) | |
| This constructor provides an explicit FName for getting the module. | |
| TObserveModule & | OnStartup (TFunction< void()> &&func) |
| Specify function to be executed on startup. | |
| TObserveModule & | OnShutdown (TFunction< void()> &&func) |
| Specify function to be executed on shutdown. | |
Data Fields | |
| TBelatedEventDelegate< void()> | OnStartupModule |
| Event broadcasted on module startup or immediately executed upon subscription if module has already been started up. | |
| TBelatedEventDelegate< void()> | OnShutdownModule |
| Event broadcasted on module shutdown or immediately executed upon subscription if module has already been shut down. | |
Use this in global variables to automatically do things on module startup or shutdown.
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| TBelatedEventDelegate<void()> Mcro::Modules::TObserveModule< M >::OnShutdownModule |
| TBelatedEventDelegate<void()> Mcro::Modules::TObserveModule< M >::OnStartupModule |