No "Call Delegate Option" on c++ dynamic multicast delegate

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;

Oops found the answer!

just add blueprint callable macro in uproperty. I had tried this but forgot to reload the project!

UPROPERTY(BlueprintAssignable, BlueprintCallable, Category = “BindableEvents”)

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