I have a component that I pop onto any actor that I want the player to be able to interact with, and give it a delegate that anything else can bind itself to:
DECLARE_EVENT_OneParam(UInteractive, FInteractionEvent, AActor*);
FInteractionEvent InteractedWith;
void UInteractive::Interaction(AActor* callback) {
InteractedWith.Broadcast(callback);
}
It’s pretty straightforward, but I have been having a heck of a time exposing it in BP- I want to set it up so that I can bind any BP functions to execute when InteractedWith broadcasts, but I can’t find any references to the event in the component’s node; is there some kind of macro I need to be using in my definition?