How to implement/add Component's Event inside of owning Actor?

@Polysiens
I think you’ve missunderstood my question or I don’t understand your answear :v
I don’t want to “call” this event from Owning Actor. I just want to “add” it to Owning Actor (and call it from the Component itself).

@LikeThatAng
I belive this might be exacly what I need.
In ActorComponent.h I was able to find:

/* Lines 100-101 */
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_TwoParams(FActorComponentActivatedSignature, UActorComponent, OnComponentActivated, UActorComponent*, Component, bool, bReset);
DECLARE_DYNAMIC_MULTICAST_SPARSE_DELEGATE_OneParam(FActorComponentDeactivateSignature, UActorComponent, OnComponentDeactivated, UActorComponent*, Component);

/* Lines 386-392 */
/** Called when the component has been activated, with parameter indicating if it was from a reset */
	UPROPERTY(BlueprintAssignable, Category = "Components|Activation")
	FActorComponentActivatedSignature OnComponentActivated;

	/** Called when the component has been deactivated */
	UPROPERTY(BlueprintAssignable, Category = "Components|Activation")
	FActorComponentDeactivateSignature OnComponentDeactivated;

I’ll check it later and give the proper response.
Thanks!

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