Hook is a mechanism that allows you to meet your requirements by intercepting and hooking into certain events. Unlike traditional low-level hooks, this article mainly introduces how to use similar hooking mechanisms in UE to achieve business needs.
Some requirements necessitate the global modification of all objects of a specific class, such as playing a uniform sound effect for a certain type of Button in the UI. If every control needs to listen to its OnClicked and then play the sound, it leads to a lot of redundant operations. So, I want to find a method that can globally listen to the click events of all UButtons and handle them collectively. Alternatively, if I want to control an attribute that is invisible in blueprints, modifying the engine’s code for simple needs seems counterproductive.
These requirements can be achieved through UE’s reflection mechanism. This article provides a simple implementation analysis.