Play Montage Proxy : How does it works ?

Hello,

I came across the class UPlayMontageCallbackProxy.
I assumed this class translates to the blueprint node “Play Montage” and that all the Delegates (OnInterrupted, OnCompleted… etc…) translates to the output pins of the node.

I tried to copy/paste this class, changing it’s name, and using the new class in my blueprints. But I was unsuccessful doing so.

Am I assuming correclty that this class correspond to the “Play Montage” node ?
Is there a way to specify that a delegate correspond to a node output pin ? How to do so ?

Thank you :slight_smile:

Okay, I found my answer here : Creating Asynchronous Blueprint Nodes | Unreal Engine Community Wiki

TLDR : Should use a static function factory with :

UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true"))

Then the multicast delegates are on the output pins.

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