Unreal C++ Creating Custom Event in Actor

I have a problem creating a custom event in Character because it doesn’t appear as an event.

MainCharacter.h

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FTestNoParam);
...
UPROPERTY(VisibleAnywhere, BlueprintAssignable, BlueprintCallable)
	FTestNoParam TestNoParam;

MainCharacter.cpp

void AMainCharacter::BeginPlay()
{
	Super::BeginPlay();

	TestNoParam.Broadcast();

}

I get only this
NoParam

But if I do the same thing in a new component that I attache to Character it works fine.
Is there a way to do it without creating a new component for a character?

BlueprintImplementableEvent is what you’re after

UFUNCTION(BlueprintImplementableEvent)
void DoSomething();

2019-04-03%2012_25_30-Basic%20-%20Unreal%20Editor

2 Likes

YES!
Thanks, that is a thing that I was searching for :slight_smile:
I was stuck with Delegate because it’s working on component and I thought it will work on character as well.

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