if (ensure(bIsLevelLoadSucessful and RoomLevel))
{
RoomLevel->OnLevelLoaded.AddUniqueDynamic(this, &ADungeonManager::HandleRoomLoaded);
}
Turns out I needed to wait for the level to load, so I implemented this small check and continued the rest of the logic in the handler.
EDIT: Nevermind, I jumped the gun. The level never actually loads, so OnLevelLoaded doesn’t get called.
EDIT2: Okay. This does in fact work. I just did not make HandleRoomLoaded a UFunction.
UFUNCTION()
void HandleRoomLoaded();