UEditorUtilityBlueprintAsyncActionBase::RegisterWithGameInstance

Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away

Unreal Engine C++ API Reference > Editor > Blutility > UEditorUtilityBlueprintAsyncActionBase

References

   
Module Blutility
Header /Engine/Source/Editor/Blutility/Public/EditorUtilityLibrary.h
Include #include "EditorUtilityLibrary.h"
Source /Engine/Source/Editor/Blutility/Private/EditorUtilityLibrary.cpp
virtual void RegisterWithGameInstance
(
    const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject
)

Remarks

Call to globally register this object with a game instance, it will not be destroyed until SetReadyToDestroy is called This allows having an action stay alive until SetReadyToDestroy is manually called, allowing it to be used inside loops or if the calling BP goes away


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