Unreal Engine4:动态多播委托绑定

Unreal Engine 4: dynamic multicast delegate binding

目前我正在使用 unreal engine 的 HTTP 模块并编写了一个 class 来从 Web 服务查询天气信息。 首先,我创建了一个通用的 HTTP 服务 class,如下所示:

#pragma once

#include "CoreMinimal.h"
#include "Runtime/Online/HTTP/Public/Http.h"
#include "Json.h"
#include "HTTPService.generated.h"

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FHTTPOnResponseRecievedDelegate, const FString&, HttpData);

UCLASS()
class THMVRAYPLUGIN_API UHTTPService : public UClass
{
    GENERATED_BODY()

private:
    FHttpModule * Http;
    FString AuthorizationHeader = "Authorization";
    void SetAuthorizationHash(FString Hash, TSharedRef<IHttpRequest>& Request);
    void SetRequestHeaders(TSharedRef<IHttpRequest>& Request);
    bool ResponseIsValid(FHttpResponsePtr Response, bool bWasSuccessful);
    virtual void OnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccesful);
    void Send(TSharedRef<IHttpRequest>& Request);

public:    
    UHTTPService();
    FHTTPOnResponseRecievedDelegate responseReceived;
    TSharedRef<IHttpRequest> GetRequest(FString request);
};

我为 OnResponseReceived 事件声明了一个动态多播委托。 此方法广播收到的 JSON 字符串:

void UHTTPService::OnResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccesful)
{
    if (ResponseIsValid(Response, bWasSuccesful)) {
        FString JSONString = Response->GetContentAsString();
        UE_LOG(LogTemp, Warning, TEXT("Http Response: %s"), *JSONString);
        responseReceived.Broadcast(JSONString);
    }

}

之后我为特定网站创建了 HTTPService class 的子class API:

#pragma once

#include "CoreMinimal.h"
#include "HTTPService.h"
#include "HTTPWeatherService.generated.h"

UCLASS()
class THMVRAYPLUGIN_API UHTTPWeatherService : public UHTTPService
{
    GENERATED_BODY()

private:
    FString APIBaseURL = "xxxx";
    FString APIKey = "xxxx";

public:    
    UHTTPWeatherService();
    void queryWeatherAPIForCoords(float lat, float lon);

};

现在我想将其用于我编写的自定义演员。 在详细信息面板自定义中,我创建了一个自定义行来放置这样的按钮:

//....
        auto OnWeatherButtonClicked = [myActor]
        {
            float lat = myActor->latitude;
            float lon = myActor->longitude;
            UHTTPWeatherService * weatherService = NewObject<UHTTPWeatherService>();
            weatherService->queryWeatherAPIForCoords(lat, lon);
            return FReply::Handled();
        };

        experimentalGroup.AddWidgetRow()
            .ValueContent()
            [
                SNew(SButton)
                .Text(LOCTEXT("Current weather", "Get weather at current location"))
                .ToolTipText(LOCTEXT("Uses a web api to get information on the current weather at the current coords","Uses a web api to get information on the current weather at the current coords"))
                .OnClicked_Lambda(OnWeatherButtonClicked)
            ];
//...

当您单击该按钮时,它会触发查询网络的功能 api。 我现在要做的是将一个函数绑定到动态多播委托。 我想在收到响应时触发我的自定义演员的方法。 你会怎么做?什么是好的程序结构? 谁能提供一段代码作为参考?

提前致谢=)

我设法让它与 DECLARE_MULTICAST_DELEGATE_OneParam 而不是 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam 一起工作。