Comments (3)
1.7 will add support for co_return value;
from ue5coro.
In 1.6 the next best thing you can do is FAsyncCoroutine GrantItem(TSoftObjectPtr<T> X, UItemInstance*& Y);
with a suitably long-lived pointer. This has the added benefit of being compatible with UFUNCTION.
I'm not willing to mark an engine type as a coroutine, that would break a lot of things. I have experimented with a TAsyncCoroutine<T>
subclass that has return values. It's not straightforward to do, which is why it hasn't shipped. :) It's on the list of things I'm interested in adding, but no timeline as to when/if it will happen.
from ue5coro.
Ok, I just want to say: it's would be very useful stuff, especailly with TTuple.
Also I think we can always make USTRUCT child from templated TAsyncCoroutine. And it seems lot of code with coroutines should use UFUNCTIONs rarely.
(I wish templated objects will be supported by UHT. They made possibility to add custom plugins, will see...)
from ue5coro.
Related Issues (20)
- Event-driven corotines HOT 3
- [Question] About TCoroutine lifetime HOT 1
- Compile error : A coroutine cannot have a return type containing 'auto' HOT 2
- failed to compile "DoTests" in file DelegateAwaiterTest.cpp HOT 8
- Live coding breaks generators HOT 2
- Compile error? HOT 7
- 发布安卓报错 HOT 1
- Is it dangerous for the UObject to be destroyed without canceling the coroutine? HOT 2
- Waiting for a coroutine in a coroutine takes 1-Tick for the process to return HOT 5
- Latent Coroutine Resumes for Unloaded Streamed Actor, Crash HOT 5
- [Question] TPromise Example HOT 1
- SIGSEGV: invalid attempt to access memory at address 0x0 HOT 2
- Latent Coroutine Crash On Exiting Game - Repro included HOT 8
- Coroutine crash when opening or leaving level in editor (game not running) HOT 1
- Canceling Nested Latent Awaiters HOT 3
- How to cancel TCoroutine<> if its already running HOT 1
- Build crashes with "Exceptions are not supported" HOT 4
- Coroutine awaiting another coroutine HOT 2
- co_await Promise.GetFuture(); crash HOT 1
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from ue5coro.