UE C++延迟调用实现(LatentAction方法)

.h:

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h"  
#include "MyActor.generated.h"

UCLASS()
class MYPROJECT_API AMyActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AMyActor();

private:
	UFUNCTION()
		void OnLatentActionCompleted(int32 LinkID);

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;
};

.cpp:

#include "MyActor.h"

// Sets default values
AMyActor::AMyActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

}

void AMyActor::OnLatentActionCompleted(int32 LinkID)
{
	UE_LOG(LogTemp, Log, TEXT("Delay Invoke!"));
}

// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
	Super::BeginPlay();

	FLatentActionInfo Ret(0, GetTypeHash(FGuid::NewGuid()), TEXT("OnLatentActionCompleted"), this);
	UKismetSystemLibrary::Delay(this, 3.0, Ret);
	//延迟3秒后,调用函数名为OnLatentActionCompleted的函数
}

// Called every frame
void AMyActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
}
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