AwaitAnySpaceConnection (Unreal Engine)
- Declaration
static void AwaitAnySpaceConnection(CavrnusSpaceConnected OnConnected);
Delegates Options:
DECLARE_DYNAMIC_DELEGATE_OneParam(FCavrnusSpaceConnected, FCavrnusSpaceConnection, SpaceConnection);
typedef TFunction<void(const FCavrnusSpaceConnection&)> CavrnusSpaceConnected;
- Description
Triggers immediately if you are already in a space, otherwise triggers as soon as you connect
- Blueprint Sample
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Await Any Space Connection
- Code Sample
HudClass.h
#pragma once
#include "CoreMinimal.h"
#include "Types/CavrnusCallbackTypes.h"
#include "Blueprint/UserWidget.h"
#include "HudClass.generated.h"
UCLASS()
class MODULE_API UHudClass: public UUserWidget
{
GENERATED_BODY()
public:
void NativeConstruct();
private:
void OnSpaceConnected(FCavrnusSpaceConnection SpaceConnection);
FCavrnusSpaceConnected SpaceConnected;
};
HudClass.cpp
#include "HudClass.h"
#include "CavrnusFunctionLibrary.h"
USpaceListWidget::NativeConstruct()
{
Super::NativeConstruct();
SpaceConnected.BindUFunction(this, GET_FUNCTION_NAME_CHECKED(UHudClass, OnSpaceConnected));
UCavrnusFunctionLibrary::AwaitAnySpaceConnection(OnSpaceConnected);
}
void USpaceListWidget::OnSpaceConnected(FCavrnusSpaceConnection SpaceConnection)
{
UE_LOG(LogTemp, Log, TEXT("Connected to Space ID %d."), *SpaceConnection.SpaceConnectionId);
// Now probably want to fetch the user list, turn on RTC HUD elements, etc.
}