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2025-05-18 13:04:45 +08:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Subsystems/EngineSubsystem.h"
#include "Templates/FunctionFwd.h"
#include "SceneStateEventSubsystem.generated.h"
class USceneStateEventStream;
UCLASS()
class USceneStateEventSubsystem : public UEngineSubsystem
{
GENERATED_BODY()
public:
static USceneStateEventSubsystem* Get();
/** Adds the given event stream to the list of actively registered event streams */
void RegisterEventStream(USceneStateEventStream* InEventStream);
/** Removes the given event stream from the list of actively registered event streams */
void UnregisterEventStream(USceneStateEventStream* InEventStream);
/** Iterates all valid event streams that are actively registered */
void ForEachEventStream(TFunctionRef<void(USceneStateEventStream*)> InCallable);
private:
UPROPERTY()
TArray<TObjectPtr<USceneStateEventStream>> EventStreams;
};