I’ve been struggling with something that seems it’s likely basic to how you use the engine, but no success.
We are using Rebasing (via SetNewLevelOrigin) to avoid the problems with precision in a large space world. We aren’t using World Comp because there are no tiles per se, it’s all flying. The rebasing works amazingly well and eliminated some serious problems, but I have to make adjustments in my waypoint system on each rebasing call, since I used world coordinates that are loaded at game start time and can’t be automatically rebased, but can be easily adjusted by my C++ Level Script for any level. I noted that ALevelScript has the event WorldOriginLocationChanged fire when I do a rebasing, but it would be inconvenient to have the Level Blueprint receive this. I’d prefer to have my extended class of ALevelScript do this, because then it’s always available in every level if that level that uses rebasing.
This is likely a noob thing to ask, but how do I have my C++ level script class get registered to receive that event. I’ve tried overriding the call, but it’s not a virtual class, I also tried .Add() and .AddDynamic, but that wouldn’t compile, perhaps because of the way I defined my handler function. I wondered if “DECLARE” a delegate might be the ticket, but couldn’t find anything to verify this. Is this possible to do and is there a reference to docs on how it’s done?
In short, I’d like one of my ALevelScript C++ functions to be activated when the WorldOriginLocationChanged event fires.
Thanks in advance.