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Unreal End/Exit Delegates
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//FCoreDelegates | |
EndDelegate = FCoreDelegates::OnPreExit.AddLambda([&] | |
{ | |
UE_LOG(LogTemp, Log, TEXT("OnPreExit")); | |
}); | |
//Cleanup | |
FCoreDelegates::OnPreExit.Remove(EndDelegate); | |
//FEditorDelegates | |
FDelegateHandle EndPIEdelegate = FEditorDelegates::EndPIE.AddLambda([](bool bIsSimulating) { | |
UE_LOG(LogTemp, Log, TEXT("Ended Pie")); | |
}); | |
//Cleanup | |
FEditorDelegates::EndPIE.Remove(EndPIEdelegate); | |
//FGameDelegates | |
FDelegateHandle EndDelegate = FGameDelegates::Get().GetExitCommandDelegate().AddLambda([&] | |
{ | |
UE_LOG(LogTemp, Log, TEXT("Exit received")); | |
}); | |
//Cleanup | |
FGameDelegates::Get().GetExitCommandDelegate().Remove(EndDelegate); |
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Related: https://ikrima.dev/ue4guide/gameplay-programming/master-engine-flow/core-eventsdelegates/