In our game, we need event fire once our particles system is done. I used UGameplayStatics::SpawnEmitterAtlocation to emit particle. This function return me a UParticleSystemComponent* which I then hook up its OnSystemFinished by this:
UParticleSystemComponent* upsc.OnSystemFinished->AddDynamic(MyUFunction_With_Signature_the_same_as_FSystemOnFinsihed)
When I debug, I see that MyFunction does get registered and onComplete function(in ParticleEmitter.cpp) does broadcast but my function is not called.
I am fairly new to UE4, wonder if this is the right way to do it ?