So for a singleton class from a plugin I’d like to be able to place certain events freely anywhere.
Just like “Event Begin Play” that can be placed anywhere with prior connections in a blueprint and that is called when the plugin determines to fire the event.
Does anyone know how to do this? The DECLARE_EVENT stuff doesn’t work at all, my event doesn’t even show in the editor when I reload it.
I have had limited success with DECLARE_DYNAMIC_MULTICAST_DELEGATE(…), but I do need to bind the delegate from an instance of the class, which isn’t ideal.
What I really want is to be able to use it like “Event Begin Play” or similar engine events. Without having to have the workflow go through a bind/assign. The idea is to have the plugin do various things like connect it to a server in the background and fetch data asynchronously, hence the events. So if the connection is interrupted it can fire a disconnect event, and the UI can reflect this, until it automatically reconnects and fires the connected event.