I have a qustion be may a “dumb” qustion but goes, delegats are functions / events i can hook into.?
AActor you have the
/** Called when the actor is damaged in any way. */
UPROPERTY(BlueprintAssignable, Category="Game|Damage") FTakeAnyDamageSignature OnTakeAnyDamage;
Concept is somewhat new to me .
Are they for hooking functions so i can “Pick up” a event on one actor from the second?
The documentation is somewhat confusing regarding this and the wiki is a bit over simplefied.
You declare them as so.
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams( FTakeAnyDamageSignature, float, Damage, const class UDamageType*, DamageType, class AController*, InstigatedBy, class AActor*, DamageCauser );
And add them as so OnActorBeginOverlap.AddDynamic(objectPtr, &Class::FuFunc);
And now when ever the FuFunc is called the event will trigger?
But I dont understand what happens where do i pick up the signature?
For refrence am using
Delegates and Lamba Functions in Unreal Engine | Unreal Engine 5.1 Documentation UFunctions in Unreal Engine | Unreal Engine 5.1 Documentation
Am sure its not that hard once you manage to understand whats happening under the hood.
Thanks in advanced.