Hello everyone,
I have a bit of an issue with dynamic multicast delegates. I’m binding events to delegates during the Construct
event in my widget. My events are getting triggered, but the moment I change a property in the Details panel during gameplay, my events aren’t getting triggered anymore.
Here’s the Blueprint where I bind my events to my delegates:
One thing that I think might be the issue is that I’m binding my events to delegates from one of the widget’s owner player pawn’s component. Maybe the component gets invalidated and reset after a property change in the Details panel. In that case, I’d have to rebind my events to the delegates. I tried to look for an event that might be triggered if that’s the case, but I haven’t found one.
I’ve put a UE_LOG
call in my component’s PostEditChangeProperty
override, and we can clearly see that the delegate isn’t bound after the first property change:
LogTemp: Warning: OnThoughtActivated bound: true
LogTemp: Warning: OnThoughtActivated bound: false
Any help would be very appreciated