nothing to worksā¦ I added #include āOnlinePartyInterface.hā and got same error
how I can add exists delegate from this header to my custom bp class?
...
#include "Test.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FMyCustomOnCreatePartyComplete, ...);
//DECLARE_DELEGATE_OneParam(FMyCustomOnCreatePartyComplete, ..); <- This is causing error but I don't know why.
UCLASS()
class ATest : public AActor
{
...
public:
UPROPERTY(BlueprintAssignable)
FMyCustomOnCreatePartyComplete OnCreatePartyComplete;
...
}
For some reason DECLARE_DELEGATE_* is causing the error you posted:
error : Unrecognized type 'FOnCreatePartyComplete' - type must be a UCLASS, USTRUCT or UENUM
I would use my own delegate to expose to Blueprint, as you wouldnāt have much trouble if Unreal changes or deprecate the delegate you are trying to use. I had this problem once.
Just Broadcast your own delegate when FOnCreatePartyComplete is called.
My problem with bad known ue engine, and c++. So itās not easy for me without examples :
i donāt know what is it means Just Broadcast your own delegate in this caseā¦
p.s. epicsā community the worst support community that I known in all this fkng world. open source without any of helpā¦
Custom delegates can be listed as DECLARE_DYNAMIC_MULTICAST_DELEGATE_XParam
but in this case I not sure what about diff within DECLARE_DELEGATE_XParams and DECLARE_DYNAMIC_MULTICAST_DELEGATE_XParam
I think that Iāve next problem with params wich not registered in ue, such as base types: FString, bool, int32 for example.
And when I tried add the new structure Iāve got error in USTRUCT section
...
#include "Test.generated.h"
DECLARE_DELEGATE_OneParam(FMyCustomOnCreatePartyComplete, ..);
UCLASS()
class ATest : public AActor
{
...
public:
//UPROPERTY(BlueprintAssignable) <- You can't use UPROPERTY with a non-dynamic delegate
FMyCustomOnCreatePartyComplete OnCreatePartyComplete;
...
}