I’m trying to figure out how to bind a function to fire off when the OnSeePawn Event dispatcher bound to the OnSeePawn Event execute, the dispatcher creates the event automatically in blueprints, and I can’t seem to replicate it in C++. I basically want to achieve what I did in the Picture. Any help would be greatly appreciated, I feel like I’m going to lose my mind going in circles with this stuff.
Never mind, I figured it out, I was drastically over complicating it as usual.
I put this in .h*****
UFUNCTION(BlueprintCallable, Category = EnemyFunctions)
void OnSeePlayer(APawn *InPawn);
This in .cpp*****
PlayerSensing->OnSeePawn.AddDynamic(this, &AWWSEnemy::OnSeePlayer);
This in.cpp***** void AWWSEnemy::OnSeePlayer(APawn *InPawn)