Why is OnGameUserSettingsUINeedsUpdate private in c++?

Hey,

I’m curious to know why UGameUserSettings::OnGameUserSettingsUINeedsUpdate is private but has the AllowPrivateAccess property specifier. This seems to be limiting cpp functionality while exposing the delegate to blueprints for use. Am I missing some esoteric way to listen to private delegates in c++?

You could extend GameUserSettings with an inherited class and override

virtual void ApplySettings(bool bCheckForCommandLineOverrides);

It seems to be the function that calls the delegate. There you could add in an extra custom delegate that could be exposed to c++.

Epic does have some strange tendencies with obstructing parts of their code :confused:

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