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
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?