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Event

class Event : public Asset<AmEventID>

Amplitude Event Asset.

An event is used to apply a set of actions (synchronously or asynchronously) at a given time in the game.

This Event class is only referenced through an EventCanceler object and it is managed by the Engine. Events can be triggered at runtime by using the Trigger() method of the Engine instance:

amEngine->Trigger("an_event_name"); // You can also use the event ID, or its handle.