Is it possible to store delegates in a container class dynamically

It’s possible if you “abuse” the C++ reflection system of Unreal. In fact, I’m working on a level scripting tool that is capable of binding to any dynamic delegate with any params, and then calling any UFunction on an actor without casting. I shared my notes that I made while trying to understand how delegates work: Here is how C++ delegate macros work internally

Keep in mind that this is not something that I’d recommend doing as a beginner.

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