Hi dear UE community,
Edit: It works now, my problem was elsewhere.
I’m trying to use MultiCast Delegate to fire an event the same way as OnComponentHit works for collision.
I have declared a Delegate in my file AShip.h:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnDamageTaken, const FDamageStruct&, Damage);
In my class:
UPROPERTY(BlueprintAssignable, Category = "Damage")
in my file AShip.cpp
On an another class i register a function to this event with:
void OnShipDamageTaken(const FDamageStruct& Damage);
My problem is:
During execution time my function OnShipDamageTaken is never call.
If I check the variable OnDamageTaken i see my function is registered.
Does anyone know why my function could not be called ?
**Before we start: ** A disclaimer I do not pretend to be an expert but i do my best in trying. So if any mistakes are made in this tutorial I please let me know so I can fix them that and feedback in general is much aprichiated. What will we...
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I have a same problem with you, can you tell me how to solve it? Thanks~
I was wondering the same thing, but then I realized AddDynamic()
was calling my delegate on Broadcast(). The breakpoint in my delegate was skipped because I compiled with the “Development Editor” config and the empty call was optimized-out.
How did you fix the problem?