UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
Delegate.h File Reference

Go to the source code of this file.

Namespaces

namespace  UE
 
namespace  UE::Delegates
 
namespace  UE::Delegates::Private
 

Macros

#define HEADER_GENERATED_DELEGATE_SIGNATURE_SUFFIX   TEXT("__DelegateSignature")
 
#define FUNC_CONCAT(...)   __VA_ARGS__
 
#define FUNC_DECLARE_DELEGATE(DelegateName, ReturnType, ...)    typedef TDelegate<ReturnType(__VA_ARGS__)> DelegateName;
 
#define FUNC_DECLARE_MULTICAST_DELEGATE(MulticastDelegateName, ReturnType, ...)    typedef TMulticastDelegate<ReturnType(__VA_ARGS__)> MulticastDelegateName;
 
#define FUNC_DECLARE_TS_MULTICAST_DELEGATE(MulticastDelegateName, ReturnType, ...)    typedef TMulticastDelegate<ReturnType(__VA_ARGS__), FDefaultTSDelegateUserPolicy> MulticastDelegateName;
 
#define FUNC_DECLARE_EVENT(OwningType, EventName, ReturnType, ...)
 
#define DECLARE_DERIVED_EVENT(OwningType, BaseTypeEvent, EventName)    class EventName : public BaseTypeEvent { friend class OwningType; };
 
#define FUNC_DECLARE_DYNAMIC_DELEGATE(DynamicDelegateClassName, ExecFunction, FuncParamList, FuncParamPassThru, ...)
 
#define FUNC_DECLARE_DYNAMIC_DELEGATE_RETVAL(DynamicDelegateRetValClassName, ExecFunction, RetValType, FuncParamList, FuncParamPassThru, ...)
 
#define FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE(DynamicMulticastDelegateClassName, ExecFunction, FuncParamList, FuncParamPassThru, ...)
 
#define ENABLE_STATIC_FUNCTION_FNAMES   (PLATFORM_COMPILER_CLANG && (__clang_major__ > 3 || (__clang_major__ == 3 && __clang_minor__ >= 5)))
 
#define STATIC_FUNCTION_FNAME(str)   UE::Delegates::Private::GetTrimmedMemberFunctionName(str)
 
#define BindDynamic(UserObject, FuncName)   __Internal_BindDynamic( UserObject, FuncName, STATIC_FUNCTION_FNAME( #FuncName ) )
 
#define AddDynamic(UserObject, FuncName)   __Internal_AddDynamic( UserObject, FuncName, STATIC_FUNCTION_FNAME( #FuncName ) )
 
#define AddUniqueDynamic(UserObject, FuncName)   __Internal_AddUniqueDynamic( UserObject, FuncName, STATIC_FUNCTION_FNAME( #FuncName ) )
 
#define RemoveDynamic(UserObject, FuncName)   __Internal_RemoveDynamic( UserObject, FuncName, STATIC_FUNCTION_FNAME( #FuncName ) )
 
#define IsAlreadyBound(UserObject, FuncName)   __Internal_IsAlreadyBound( UserObject, FuncName, STATIC_FUNCTION_FNAME( #FuncName ) )
 
#define __Delegate_h__
 
#define FUNC_INCLUDING_INLINE_IMPL
 

Functions

FName UE::Delegates::Private::GetTrimmedMemberFunctionName (const ANSICHAR *InMacroFunctionName)
 
 DECLARE_DELEGATE (FSimpleDelegate)
 
 DECLARE_MULTICAST_DELEGATE (FSimpleMulticastDelegate)
 
 DECLARE_TS_MULTICAST_DELEGATE (FTSSimpleMulticastDelegate)
 

Macro Definition Documentation

◆ __Delegate_h__

#define __Delegate_h__

◆ AddDynamic

#define AddDynamic (   UserObject,
  FuncName 
)    __Internal_AddDynamic( UserObject, FuncName, STATIC_FUNCTION_FNAME( #FuncName ) )

Helper macro to bind a UObject instance and a member UFUNCTION to a dynamic multi-cast delegate.

Parameters
UserObjectUObject instance
FuncNameFunction pointer to member UFUNCTION, usually in form &UClassName::FunctionName

◆ AddUniqueDynamic

#define AddUniqueDynamic (   UserObject,
  FuncName 
)    __Internal_AddUniqueDynamic( UserObject, FuncName, STATIC_FUNCTION_FNAME( #FuncName ) )

Helper macro to bind a UObject instance and a member UFUNCTION to a dynamic multi-cast delegate, but only if it hasn't been bound before.

Parameters
UserObjectUObject instance
FuncNameFunction pointer to member UFUNCTION, usually in form &UClassName::FunctionName

◆ BindDynamic

#define BindDynamic (   UserObject,
  FuncName 
)    __Internal_BindDynamic( UserObject, FuncName, STATIC_FUNCTION_FNAME( #FuncName ) )

Helper macro to bind a UObject instance and a member UFUNCTION to a dynamic delegate.

Parameters
UserObjectUObject instance
FuncNameFunction pointer to member UFUNCTION, usually in form &UClassName::FunctionName

◆ DECLARE_DERIVED_EVENT

#define DECLARE_DERIVED_EVENT (   OwningType,
  BaseTypeEvent,
  EventName 
)     class EventName : public BaseTypeEvent { friend class OwningType; };

Declares a derived event delegate that works the same as its parent type but is intended to be used by a different owning type

◆ ENABLE_STATIC_FUNCTION_FNAMES

#define ENABLE_STATIC_FUNCTION_FNAMES   (PLATFORM_COMPILER_CLANG && (__clang_major__ > 3 || (__clang_major__ == 3 && __clang_minor__ >= 5)))

◆ FUNC_CONCAT

#define FUNC_CONCAT (   ...)    __VA_ARGS__

Helper macro that enables passing comma-separated arguments as a single macro parameter

◆ FUNC_DECLARE_DELEGATE

#define FUNC_DECLARE_DELEGATE (   DelegateName,
  ReturnType,
  ... 
)     typedef TDelegate<ReturnType(__VA_ARGS__)> DelegateName;

Declares a delegate that can only bind to one native function at a time

Note
: The last parameter is variadic and is used as the 'template args' for this delegate's classes (VA_ARGS)
: To avoid issues with macro expansion breaking code navigation, make sure the type/class name macro params are unique across all of these macros

◆ FUNC_DECLARE_DYNAMIC_DELEGATE

#define FUNC_DECLARE_DYNAMIC_DELEGATE (   DynamicDelegateClassName,
  ExecFunction,
  FuncParamList,
  FuncParamPassThru,
  ... 
)

Declare user's dynamic delegate, with wrapper proxy method for executing the delegate

◆ FUNC_DECLARE_DYNAMIC_DELEGATE_RETVAL

#define FUNC_DECLARE_DYNAMIC_DELEGATE_RETVAL (   DynamicDelegateRetValClassName,
  ExecFunction,
  RetValType,
  FuncParamList,
  FuncParamPassThru,
  ... 
)
Value:
class DynamicDelegateRetValClassName : public TBaseDynamicDelegate<FNotThreadSafeDelegateMode, __VA_ARGS__> \
{ \
public: \
\
{ \
} \
\
\
{ \
} \
\
\
inline RetValType Execute( FuncParamList ) const \
{ \
/* Verify that the user object is still valid. We only have a weak reference to it. */ \
} \
};
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
Definition DelegateSignatureImpl.inl:1094
Definition ScriptDelegates.h:66
bool IsBound() const
Definition ScriptDelegates.h:193

Declare user's dynamic delegate with return value, with wrapper proxy method for executing the delegate

◆ FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE

#define FUNC_DECLARE_DYNAMIC_MULTICAST_DELEGATE (   DynamicMulticastDelegateClassName,
  ExecFunction,
  FuncParamList,
  FuncParamPassThru,
  ... 
)
Value:
class DynamicMulticastDelegateClassName : public TBaseDynamicMulticastDelegate<FNotThreadSafeDelegateMode, __VA_ARGS__> \
{ \
public: \
\
{ \
} \
\
\
{ \
} \
\
\
void Broadcast( FuncParamList ) const \
{ \
} \
};
Definition DelegateSignatureImpl.inl:1166
Definition ScriptDelegates.h:509

Declare user's dynamic multi-cast delegate, with wrapper proxy method for executing the delegate

◆ FUNC_DECLARE_EVENT

#define FUNC_DECLARE_EVENT (   OwningType,
  EventName,
  ReturnType,
  ... 
)
Value:
class EventName : public TMulticastDelegate<ReturnType(__VA_ARGS__)> \
{ \
friend class OwningType; \
};
Definition DelegateSignatureImpl.inl:1029

Declares a multicast delegate that is meant to only be activated from OwningType

Note
: This behavior is not enforced and this type should be considered deprecated for new delegates, use normal multicast instead

◆ FUNC_DECLARE_MULTICAST_DELEGATE

#define FUNC_DECLARE_MULTICAST_DELEGATE (   MulticastDelegateName,
  ReturnType,
  ... 
)     typedef TMulticastDelegate<ReturnType(__VA_ARGS__)> MulticastDelegateName;

Declares a broadcast delegate that can bind to multiple native functions simultaneously

◆ FUNC_DECLARE_TS_MULTICAST_DELEGATE

#define FUNC_DECLARE_TS_MULTICAST_DELEGATE (   MulticastDelegateName,
  ReturnType,
  ... 
)     typedef TMulticastDelegate<ReturnType(__VA_ARGS__), FDefaultTSDelegateUserPolicy> MulticastDelegateName;

Declares a broadcast thread-safe delegate that can bind to multiple native functions simultaneously

◆ FUNC_INCLUDING_INLINE_IMPL

#define FUNC_INCLUDING_INLINE_IMPL

◆ HEADER_GENERATED_DELEGATE_SIGNATURE_SUFFIX

#define HEADER_GENERATED_DELEGATE_SIGNATURE_SUFFIX   TEXT("__DelegateSignature")

C++ DELEGATES

This system allows you to call member functions on C++ objects in a generic, yet type-safe way. Using delegates, you can dynamically bind to a member function of an arbitrary object, then call functions on the object, even if the caller doesn't know the object's type.

The system predefines various combinations of generic function signatures with which you can declare a delegate type from, filling in the type names for return value and parameters with whichever types you need.

Both single-cast and multi-cast delegates are supported, as well as "dynamic" delegates which can be serialized to disk and accessed from blueprints. Additionally, delegates may define "payload" data which will be stored and passed directly to bound functions.

DELEGATE FEATURES

Currently we support delegate signatures using any combination of the following:

  • Functions returning a value
  • Up to four "payload" variables
  • Multiple function parameters depending on macro/template declaration
  • Functions declared as 'const'

Multi-cast delegates are also supported, using the 'DECLARE_MULTICAST_DELEGATE...' macros. Multi-cast delegates allow you to attach multiple function delegates, then execute them all at once by calling a single "Broadcast()" function. Multi-cast delegate signatures are not allowed to use a return value.

Unlike other types, dynamic delegates are integrated into the UObject reflection system and can be bound to blueprint-implemented functions or serialized to disk. You can also bind native functions, but the native functions need to be declared with UFUNCTION markup. You do not need to use UFUNCTION for functions bound to other types of delegates.

You can assign "payload data" to your delegates! These are arbitrary variables that will be passed directly to any bound function when it is invoked. This is really useful as it allows you to store parameters within the delegate it self at bind-time. All delegate types (except for "dynamic") supports payload variables automatically!

When binding to a delegate, you can pass payload data along. This example passes two custom variables, a bool and an int32 to a delegate. Then when the delegate is invoked, these parameters will be passed to your bound function. The extra variable arguments must always be accepted after the delegate type parameter arguments.

    MyDelegate.BindStatic( &MyFunction, true, 20 );

Remember to look at the signature table at the bottom of this documentation comment for the macro names to use for each function signature type, and the binding table to see options and concerns for binding.

DELEGATES EXAMPLE

Suppose you have a class with a method that you'd like to be able to call from anywhere:

class FLogWriter
{
    void WriteToLog( FString );
};

To call the WriteToLog function, we'll need to create a delegate type for that function's signature. To do this, you will first declare the delegate using one of the macros below. For example, here is a simple delegate type:

DECLARE_DELEGATE_OneParam( FStringDelegate, FString );

This creates a delegate type called 'FStringDelegate' that takes a single parameter of type 'FString'.

Here's an example of how you'd use this 'FStringDelegate' in a class:

class FMyClass
{
    FStringDelegate WriteToLogDelegate;
};

This allows your class to hold a pointer to a method in an arbitrary class. The only thing the class really knows about this delegate is it's function signature.

Now, to assign the delegate, simply create an instance of your delegate class, passing along the class that owns the method as a template parameter. You'll also pass the instance of your object and the actual function address of the method. So, here we'll create an instance of our 'FLogWriter' class, then create a delegate for the 'WriteToLog' method of that object instance:

FSharedRef< FLogWriter > LogWriter( new FLogWriter() );

WriteToLogDelegate.BindSP( LogWriter, &FLogWriter::WriteToLog );

You've just dynamically bound a delegate to a method of a class! Pretty simple, right?

Note that the 'SP' part of 'BindSP' stands for 'shared pointer', because we're binding to an object that's owned by a shared pointer. There are versions for different object types, such as BindRaw() and BindUObject(). You can bind to global function pointers with BindStatic().

Now, your 'WriteToLog' method can be called by FMyClass without it even knowing anything about the 'FLogWriter' class! To call a your delegate, just use the 'Execute()' method:

WriteToLogDelegate.Execute( TEXT( "Delegates are spiffy!" ) );

If you call Execute() before binding a function to the delegate, an assertion will be triggered. In many cases, you'll instead want to do this:

WriteToLogDelegate.ExecuteIfBound( TEXT( "Only executes if a function was bound!" ) );

That's pretty much all there is to it!! You can read below for a bit more information.

MORE INFORMATION

The delegate system understands certain types of objects, and additional features are enabled when using these objects. If you bind a delegate to a member of a UObject or shared pointer class, the delegate system can keep a weak reference to the object, so that if the object gets destroyed out from underneath the delegate, you'll be able to handle these cases by calling IsBound() or ExecuteIfBound() functions. Note the special binding syntax for the various types of supported objects.

It's perfectly safe to copy delegate objects. Delegates can be passed around by value but this is generally not recommended since they do have to allocate memory on the heap. Pass them by reference when possible!

Delegate signature declarations can exist at global scope, within a namespace or even within a class declaration (but not function bodies.)

FUNCTION SIGNATURES

Use this table to find the declaration macro to use to declare your delegate. The full list is defined in DelegateCombinations.h

Function signature | Declaration macro

void Function() | DECLARE_DELEGATE( DelegateName ) void Function( <Param1> ) | DECLARE_DELEGATE_OneParam( DelegateName, Param1Type ) void Function( <Param1>, <Param2> ) | DECLARE_DELEGATE_TwoParams( DelegateName, Param1Type, Param2Type ) void Function( <Param1>, <Param2>, ... ) | DECLARE_DELEGATE_<Num>Params( DelegateName, Param1Type, Param2Type, ... ) <RetVal> Function() | DECLARE_DELEGATE_RetVal( RetValType, DelegateName ) <RetVal> Function( <Param1> ) | DECLARE_DELEGATE_RetVal_OneParam( RetValType, DelegateName, Param1Type ) <RetVal> Function( <Param1>, <Param2> ) | DECLARE_DELEGATE_RetVal_TwoParams( RetValType, DelegateName, Param1Type, Param2Type )

<RetVal> Function( <Param1>, <Param2>, ... ) | DECLARE_DELEGATE_RetVal_<Num>Params( RetValType, DelegateName, Param1Type, Param2Type, ... )

Remember, there are three different delegate types you can define (any of the above signatures will work):

                 Single-cast delegates:  DECLARE_DELEGATE...()
                  Multi-cast delegates:  DECLARE_MULTICAST_DELEGATE...()

Dynamic (UObject, serializable) delegates: DECLARE_DYNAMIC_DELEGATE...()

BINDING AND SAFETY

Once a delegate has been declared, it can be bound to functions stored in different places. Because delegates are often called long after they are bound, extra attention must be paid to avoid crashes. This list is for single-cast, for multi-cast delegates, replace Bind in the table below with Add. Also for multi-cast delegates, Add will return a handle that can then be used to later remove the binding. All multi-cast delegates have an ::FDelegate subtype defining an equivalent single-cast version, that can be Created one place and then added later.

Bind function | Usage

BindStatic(&GlobalFunctionName) | Call a static function, can either be globally scoped or a class static BindUObject(UObject, &UClass::Function) | Call a UObject class member function via a TWeakObjectPtr, will not be called if object is invalid BindSP(SharedPtr, &FClass::Function) | Call a native class member function via a TWeakPtr, will not be called if shared pointer is invalid BindThreadSafeSP(SharedPtr, &FClass::Function) | Call a native class member function via a TWeakPtr, will not be called if shared pointer is invalid BindRaw(RawPtr, &FClass::Function) | Call a native class member function with no safety checks. You MUST call Unbind or Remove when object dies to avoid crashes! BindLambda(Lambda) | Call a lambda function with no safety checks. You MUST make sure all captures will be safe at a later point to avoid crashes! BindSPLambda(SharedPtr, Lambda) | Call a lambda function only if shared pointer is still valid. Captured 'this' will always be valid but any other captures may not be BindWeakLambda(UObject, Lambda) | Call a lambda function only if UObject is still valid. Captured 'this' will always be valid but any other captures may not be BindUFunction(UObject, FName("FunctionName")) | Usable for both native and dynamic delegates, will call a UFUNCTION with specified name

BindDynamic(UObject, &UClass::FunctionName) | Convenience wrapper only available for dynamic delegates, FunctionName must be declared as a UFUNCTION

This suffix is appended to all header exported delegates

◆ IsAlreadyBound

#define IsAlreadyBound (   UserObject,
  FuncName 
)    __Internal_IsAlreadyBound( UserObject, FuncName, STATIC_FUNCTION_FNAME( #FuncName ) )

Helper macro to tests if a UObject instance and a member UFUNCTION are already bound to this multi-cast delegate.

Parameters
UserObjectUObject instance
FuncNameFunction pointer to member UFUNCTION, usually in form &UClassName::FunctionName

◆ RemoveDynamic

#define RemoveDynamic (   UserObject,
  FuncName 
)    __Internal_RemoveDynamic( UserObject, FuncName, STATIC_FUNCTION_FNAME( #FuncName ) )

Helper macro to unbind a UObject instance and a member UFUNCTION from this multi-cast delegate.

Parameters
UserObjectUObject instance
FuncNameFunction pointer to member UFUNCTION, usually in form &UClassName::FunctionName

◆ STATIC_FUNCTION_FNAME

#define STATIC_FUNCTION_FNAME (   str)    UE::Delegates::Private::GetTrimmedMemberFunctionName(str)

Function Documentation

◆ DECLARE_DELEGATE()

DECLARE_DELEGATE ( FSimpleDelegate  )

◆ DECLARE_MULTICAST_DELEGATE()

DECLARE_MULTICAST_DELEGATE ( FSimpleMulticastDelegate  )

◆ DECLARE_TS_MULTICAST_DELEGATE()

DECLARE_TS_MULTICAST_DELEGATE ( FTSSimpleMulticastDelegate  )