'No delegate property found'

This is a necro post but I had to solve this today. Here’s a temp-fix to at least get rid of the compiler warning. It won’t get rid of the dangling reference however. You sadly need C++ to do this.

  1. Make sure you have a C++ base class for your blueprint. Use Reparent Blueprint to a new empty class if you don’t.

  2. Add this in a protected region of the class (to avoid exposing it).

protected:
 DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDummyDelegate);

 UPROPERTY(Transient)
 FDummyDelegate NewEventDispatcher_0;

Next time you open the blueprint there should be no warnings. I have not been able to haxx my way around this to get the serialization to clear whatever reference is trying to use it however.