Announcement

Collapse
No announcement yet.

Possible to check if Event Dispatcher has events bound?

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Possible to check if Event Dispatcher has events bound?

    Pretty much what the title of the topic says. Let's say I have an event dispatcher named "PerformAction", is there a way for me in blueprint to check if there are events bound to PerformAction and return this as a boolean? Alternatively return the number of events bound to is (in which case I can get the boolean myself from a more-than-zero check)? As a bonus, is there some way to get the list of events bound to it?

  • replied
    Thanks for the replies. Shame it isn't possible to access from blueprints, but at least I learned something new and know that if I transition to C++ I have those options available.

    Leave a comment:


  • replied
    Yeah nice to check some threads just for the sake of learning new things.

    Leave a comment:


  • replied
    Originally posted by mordentral View Post

    Sure you can, EventDelegates have multiple useful functions for these things (not in BP though).

    http://api.unrealengine.com/INT/API/...criptDelegate/

    You can check IsBound() for if it is bound at all, get a list of the bound objects (can obtain a count from that) and check if it already Contains() your function delegate.
    Nice, learned something new!

    Leave a comment:


  • replied
    Originally posted by SenseiHaketon View Post
    I don't think there is a way to do this. That probably doesn't even work in C++.
    Sure you can, EventDelegates have multiple useful functions for these things (not in BP though).

    http://api.unrealengine.com/INT/API/...criptDelegate/

    You can check IsBound() for if it is bound at all, get a list of the bound objects (can obtain a count from that) and check if it already Contains() your function delegate.

    Leave a comment:


  • replied
    I don't think there is a way to do this. That probably doesn't even work in C++.

    Leave a comment:

Working...
X