Hey, this is my code below, it’s not a lot. I’ve also tried leaving the UCLASS empty, and as only BlueprintType and only Blueprintable, but it’s still the same effect. I’m quite not sure what I’m missing, I can swear this worked last time I did it, then again it was quite some time ago I played with UE4.
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnTrigger);
UCLASS(BlueprintType, Blueprintable) class REMNANT_API ATriggerReceiver : public AActor
{
GENERATED_BODY()
public:
ATriggerReceiver();
void TriggerBlueprint();
UPROPERTY(BlueprintAssignable, BlueprintCallable, Category="EventDispatchers")
FOnTrigger onTrigger;
protected:
virtual void BeginPlay() override;
};
// cpp
void ATriggerReceiver::TriggerBlueprint() { onTrigger.Broadcast(); }