I’m trying to make an Interaction component that can be attached to any object the player is capable of using. To facilitate that, UInteraction needs an event that external methods can bind to, so when its event fires, anything listening to it executes as well. I tried doing this by simply declaring a function with the BlueprintImplementableEvent specifier in the macro:
UFUNCTION(Category = "Interaction", BlueprintImplementableEvent) void InteractedWith();
However, UInteraction references in the event graph have no knowledge of my function, so I can’t bind anything to it. I tried doing the same thing with delegates, only to find that they weren’t visible either:
DECLARE_EVENT_OneParam(UInteractive, FInteractionEvent, AActor*); FInteractionEvent InteractedWith;
I’m hoping there is a blazingly simple mistake I’m making here, is there an obvious reason why my methods aren’t visible to blueprint?