UE4 SetTimer传递参数到回调中

.h
	UFUNCTION()
	void PrintLog(int n);

.cpp
	FTimerHandle handler;
	FTimerDelegate TimerDel;
    TimerDel.BindUFunction(this, TEXT("PrintLog"), 5);
    //这里是用来绑定假如函数没有为UFUNCTION
	//TimerDel.BindUObject(this, &AUsableActorCharacter::PrintLog, 5); 
	GetWorld()->GetTimerManager().SetTimer(handler, TimerDel, 2, true);
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转载自blog.csdn.net/maxiaosheng521/article/details/97260776