So I found out in order to have component events available to you in blueprints requires a dynamic multicast delegate–or at the very least a dynamic delegate, I haven’t tested whether that works as well.
The code to do this is as follows:
#pragma once
//include headers
#include "UCustomComponent.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FComponentCustomStartSignature);
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class MYGAME_API UCustomComponent : public UActorComponent
{
public:
UPROPERTY(BlueprintAssignable, Category="Custom")
FComponentCustomStartSignature OnCustomStart;
};
Do that, and your events should show up under events like in the bottom right corner of the picture.