So want I want is the exact same functionality as a Event Dispatcher created in blueprints. When I drag a blueprint created event dispatcher into the blueprint window I get 4 options. When I do the same for the c++ dynamic multicast delegates one option is missing, the “call” as seen in image below.
Of course I in c++ I can create a blueprint accessible function that essentially does this, but it seems like a bit of a oversite from epic. Is this a bug? Any better solutions than mine?
Some extra info:
To create a Event Dispatched from c++, I have been told to use something like this in the header file
(directly below includes)
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnClothDraggedAway);
(and define a variable like so)
UPROPERTY(BlueprintAssignable, Category = “BindableEvents”)
FOnClothDraggedAway OnClothDraggedAwayNative;