I don’t know anything about c++ except for compiling the engine in VS but how would i go about assigning this delegate in blueprints?
Also, this would be useful as an override function in the game instance by default.
I don’t know anything about c++ except for compiling the engine in VS but how would i go about assigning this delegate in blueprints?
Also, this would be useful as an override function in the game instance by default.
You can create a UPROPERTY(BlueprintAssignable) dynamic multicast and call it from a function you bind to that controller event.
Ok, what file would I have to add that code with all the other event dispatchers?