UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FRendererOnScreenNotification Class Reference

#include <RendererOnScreenNotification.h>

Public Member Functions

template<typename FunctorType , typename... VarTypes>
FDelegateHandle AddLambda (FunctorType &&InFunctor, VarTypes... Vars)
 
bool Remove (FDelegateHandle InHandle)
 
void Broadcast ()
 

Static Public Member Functions

static FRendererOnScreenNotificationGet ()
 
static void TearDown ()
 

Detailed Description

Class to wrap FCoreDelegates::FGetOnScreenMessagesDelegate for use on the render thread. This avoids race conditions in registration/unregistration that would happen if using FCoreDelegates::FGetOnScreenMessagesDelegate not on the game thread. Registration/Unregistration can happen on any thread and a proxy delegate calls Broadcast() on the render thread.

Member Function Documentation

◆ AddLambda()

template<typename FunctorType , typename... VarTypes>
FDelegateHandle FRendererOnScreenNotification::AddLambda ( FunctorType &&  InFunctor,
VarTypes...  Vars 
)
inline

Relay to AddLambda() of underlying proxy delegate. Thia takes a lock so that it can be called from any thread.

◆ Broadcast()

void FRendererOnScreenNotification::Broadcast ( )
inline

Calls Broadcast on the proxy delegate. The results are buffered for later collection by the base game thread delegate.

◆ Get()

static FRendererOnScreenNotification & FRendererOnScreenNotification::Get ( )
inlinestatic

Create or get singleton instance. First call should be on game thread. After that any thread will do.

◆ Remove()

bool FRendererOnScreenNotification::Remove ( FDelegateHandle  InHandle)
inline

Relay to Remove() of underlying proxy delegate. Thia takes a lock so that it can be called from any thread.

◆ TearDown()

static void FRendererOnScreenNotification::TearDown ( )
inlinestatic

Tear down singleton instance. Must be called on game thread.


The documentation for this class was generated from the following file: