I have used Lamda’s in C# and JS. I was wondering if I needed to worry about when using them in ue4 C++. (E.g. Removing from memory, crash issues on builds or etc.)
ClassA.cpp`
if(Responder)
{
MoveActivity->OnRespondToActivityStart.Clear();
MoveActivity->OnRespondToActivityStart.AddWeakLambda(this, [=]{
Responder
->PlaySpeechFromTable("MOVE_TO");
});
}
MoveActivity.h
DECLARE_MULTICAST_DELEGATE(FOnRespondToActivityStart);
FOnRespondToActivityStart OnRespondToActivityStart;