I have a type of manager subsystem that holds a private TMap of dynamic multicast delegates that correspond to events in my game. I get the desired delegate with:
FMyDelegate* GetEvent(const FName& Key);
This works great in code, but I want to provide BP access to these delegates.
Unfortunately, it looks like the engine doesn’t support UFUNCTION(BlueprintCallable) for the FMyDelegate* or FMyDelegate& return types.
Is there some way to access these delegates through a function call, or an alternate means of allowing blueprints to subscribe to these delegates given there may be an arbitrary number of them?