Thanks for the response. If I Try to compile this its failing:
if i change UGlobalEvents to IGlobalEvents its compiling but crashing on execution.
But anyhow i did a cross check and implemented the following code in a blank C++ actor and that is working fine:
TArray<AActor*> Actors;
UGameplayStatics::GetAllActorsWithInterface(GWorld, UGlobalEvents::StaticClass(), Actors);
for (AActor* Actor : Actors)
{
if (Actor->GetClass()->ImplementsInterface(UGlobalEvents::StaticClass())) {
IGlobalEvents::Execute_Event1(Actor, Meta, InData);
}
}
So my Problem must be something else. Is a Class in a Gameinstance behaving any different in that regard ? because that’s where the call comes from.