Using a delegate in a child actor

you could bind in c++ and then call a custom OnUseBP(BlueprintimplementableEvent)

Yeah I have binding in C++ working but I have to do it from the parent class, otherwise I don’t know of a way to tell the child what function to call when the event is fired. That means every parent that uses this component needs to write some C++ to connect the components.

If I try to do this from the child class and call a UFUNCTION from there, I run into the same problem where I can’t seem to be able to set that UFUNCTION from the parent.

On the child, I can see the function to override here:
image

But on the parent that doesn’t exist:
image

Which I suppose makes sense since this is looking to override the parent’s functions. But I’m not sure how I’d go about setting it in the child if it doesn’t show here.

or in your parent class call a function off the event which calls a blueprint event.

Hmm I’m not sure how this would work since I can’t get the parent to bind to the event in the first place. Maybe I’m misunderstanding something though

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