I declare a delegate like this:
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FWarpEventSignature);
UCLASS()
class DOGFIGHT_API AGActor : public APawn
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, Category = "GActor")
FWarpEventSignature OnWarp;
};
compile my code and load up unreal editor and open the blueprint editor and I cant find any event called “On Warp” or any reference to “warp”.
I just following the sam pattern I found in the unreal engine code Actor.h for OnActorHit which shows up as a usable event in blueprints.
I declare a delegate like this:
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FWarpEventSignature);
UCLASS()
class DOGFIGHT_API AGActor : public APawn
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, Category = "GActor")
FWarpEventSignature OnWarp;
};
compile my code and load up unreal editor and open the blueprint editor and I cant find any event called “On Warp” or any reference to “warp”.
I just following the sam pattern I found in the unreal engine code Actor.h for OnActorHit which shows up as a usable event in blueprints.
There is nothing wrong with your code.
Try adding a user friendly name to it as well.
Like this.
UPROPERTY(BlueprintAssignable, meta = (FriendlyName = "Name of The Event"))
Marc_Audy
(Marc_Audy)
March 3, 2015, 7:16pm
3
I believe the problem is that your class is not a BlueprintType so you are unable to create references to that specific type of Actor in blueprints and thus your event is not visible.
1 Like
I changed UCLASS() to UCLASS(BlueprintType, Blueprintable) and it now works, thanks!