Greetings,
I’ve been following along with the tutorial for creating events and exposing them to Blueprints. I’ve got the Openable_Door_BP
component with the event handler for OnOpenRequest
executing a SetActorRotation
function in the Blueprint. My OpenDoor.cpp fires the event we created with the macro DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnOpenRequest);
I’ve been able to prove this in the code by simply adding a debug line right before the call to OnOpenReqeuest.Broadcast();
. However it seems that once OnOpenReqeuest.Broadcast();
is called, the event isn’t being handled anywhere. I’ve recompiled the C++ project, the BluePrints, the map, everything. I even added a LogText
node to the Blueprint to see if it was somehow a problem with my rotation. It does not appear to be. I’m at a loss.
My project is on Github, at this commit: https://github.com/cdunlap/udemy_ue4_building_escape/tree/64f820c56a0373d4d87afe6dda0c44386b425fc0
Any help would be appreciated. Thanks!