Oh hey that worked!!!:
I thought I tried that previously and failed.
I was actually surprised that this is what gets printed out when using TFfieldIterator<UFunction>
LogTemp: Warning: Function found - SomethinelseScriptAssist
LogTemp: Warning: Function found - EventScriptAssist__DelegateSignature
Notice the DelegateSignature
at the end of the second line, it comes from an “Event Dispatcher” defined in Blueprint.
So now while your first suggestion found me the event dispatchers, I have not been able to successfully call or find a way to force a broadcast.
Here’s what I landed on:
for (TFieldIterator<FMulticastDelegateProperty> func(Parent->GetClass()); func; ++func)
{
if (func->GetName().Contains("ScriptAssist"))
{
const FMulticastScriptDelegate* temp = func->GetMulticastDelegate(Parent);
if (temp->IsBound())
{
temp->ProcessMulticastDelegate<UObject>(nullptr);
UE_LOG(LogTemp, Warning, TEXT("We are bound and trying to broadcast %s"), *func->GetName());
return;
}
}
}
but I get errors when running the above code:
0x000001be1a584981 UnrealEditor-SomeGame.dll!FMRSWRecursiveAccessDetector::GetCurrentThreadCallstack() [D:\Engine\Source\Runtime\Core\Public\Misc\MTAccessDetector.h:368]
I think this is a dead end for me . Thank you for the quick reply on this, I’ve been spending a couple days on this and just doesn’t look like I’m gonna be able to pull it through
I really liked the above solution you have! Cleans up the amount of nodes needed. I may yoink that concept