# \#delegates

**URL:** https://forums.unrealengine.com/tag/delegates/224.md

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## [How to setup Dynamic Single Delegate (with RetVal) to make it bindable from Blueprints?](https://forums.unrealengine.com/t/how-to-setup-dynamic-single-delegate-with-retval-to-make-it-bindable-from-blueprints/764150)

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**Author:** [@dzemzmcdonalda](https://forums.unrealengine.com/u/dzemzmcdonalda)\
**Replies:** 7\
**Last updated:** [June 17, 2026, 7:01pm UTC](https://forums.unrealengine.com/t/how-to-setup-dynamic-single-delegate-with-retval-to-make-it-bindable-from-blueprints/764150 "2026-06-17T19:01:03Z")

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TL;DR - How shall I create the Dynamic Single Delegate (with Return Value) within C++ in the way that will make this delegate possible to bind from Blueprints? Context: I wanted to override some of Component’s functio…

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## [Can't expose delegate on spawn](https://forums.unrealengine.com/t/cant-expose-delegate-on-spawn/393306)

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**Author:** [@miracle7](https://forums.unrealengine.com/u/miracle7)\
**Replies:** 4\
**Last updated:** [May 24, 2026, 3:55pm UTC](https://forums.unrealengine.com/t/cant-expose-delegate-on-spawn/393306 "2026-05-24T15:55:36Z")

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I have declared the following delegate in my C++ class, then use it as a member variable like so: DECLARE\_DYNAMIC\_DELEGATE\_OneParam(FVectorDelegate, FVector&, output); UPROPERTY(BlueprintReadWrite, EditAnywhere, Meta =…

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## [DECLARE\_DYNAMIC\_DELEGATE\_ThreeParams() Error](https://forums.unrealengine.com/t/declare-dynamic-delegate-threeparams-error/448468)

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**Author:** [@Bazzy2000](https://forums.unrealengine.com/u/Bazzy2000)\
**Replies:** 4\
**Last updated:** [June 3, 2024, 7:19pm UTC](https://forums.unrealengine.com/t/declare-dynamic-delegate-threeparams-error/448468 "2024-06-03T19:19:22Z")

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I’m getting an error every time I try to include DECLARE\_DYNAMIC\_DELEGATE\_ThreeParams(); into my .h file. The error says “this declaration has no storage class or type specifier” and that FOnProgress is undefined. I’ve t…

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## [Confused with Dynamic Delegates (Serialization)](https://forums.unrealengine.com/t/confused-with-dynamic-delegates-serialization/1819226)

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**Author:** [@IWizardMasterI](https://forums.unrealengine.com/u/IWizardMasterI)\
**Replies:** 2\
**Last updated:** [February 13, 2025, 10:12pm UTC](https://forums.unrealengine.com/t/confused-with-dynamic-delegates-serialization/1819226 "2025-02-13T22:12:29Z")

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Hey! So, I’m studying delegates on C++ and I’m a bit confused with when to use dynamic delegates. I understand that I must use it if I want to call this delegate from the blueprint side, but there is this word that is bu…

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## [How can I bind a function to AnimInstance-\>OnMontageEnd?](https://forums.unrealengine.com/t/how-can-i-bind-a-function-to-animinstance-onmontageend/290717)

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**Author:** [@staticvoidlol](https://forums.unrealengine.com/u/staticvoidlol)\
**Replies:** 6\
**Last updated:** [February 9, 2025, 2:40pm UTC](https://forums.unrealengine.com/t/how-can-i-bind-a-function-to-animinstance-onmontageend/290717 "2025-02-09T14:40:51Z")

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Hi All, I have a mesh, and would like to bind a function in my class to its AnimInstance’s OnMontageEnded delegate. e.g. Arm-\>GetAnimInstance()-\>OnMontageEnded.Add(something) For the life of me I cannot figure out wh…

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## [Delegate with extra parameters?](https://forums.unrealengine.com/t/delegate-with-extra-parameters/2317503)

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**Author:** [@MM\_Fraip](https://forums.unrealengine.com/u/MM_Fraip)\
**Replies:** 2\
**Last updated:** [February 4, 2025, 11:17pm UTC](https://forums.unrealengine.com/t/delegate-with-extra-parameters/2317503 "2025-02-04T23:17:00Z")

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Hi! I recently started using delegates and I find myself in a bit of a situation. I have a checkbox and Basically I want to uncheck all other checkboxes when one is checked (Only one can be checked at a time) My thoug…

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## [Using delegates with simple parameters in "C++" (U.E. Bloated and Nightmarish Script)](https://forums.unrealengine.com/t/using-delegates-with-simple-parameters-in-c-u-e-bloated-and-nightmarish-script/2249783)

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**Author:** [@OctoberIC](https://forums.unrealengine.com/u/OctoberIC)\
**Replies:** 1\
**Last updated:** [December 30, 2024, 7:30am UTC](https://forums.unrealengine.com/t/using-delegates-with-simple-parameters-in-c-u-e-bloated-and-nightmarish-script/2249783 "2024-12-30T07:30:54Z")

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How to pass very simple parameters to Button function binders from “C++”. By simple parameters I really mean ANYTHING : the void\* of the bound widget, an int32, or even a single byte. Currently, between two evil macros …

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## [Using delegates instead of Notifies in Animation Montages?](https://forums.unrealengine.com/t/using-delegates-instead-of-notifies-in-animation-montages/2175880)

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**Author:** [@mrm\_dev](https://forums.unrealengine.com/u/mrm_dev)\
**Replies:** 0\
**Last updated:** [December 6, 2024, 8:09am UTC](https://forums.unrealengine.com/t/using-delegates-instead-of-notifies-in-animation-montages/2175880 "2024-12-06T08:09:53Z")

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I’m using the delegate OnMontageEnded of the UAnimInstance to detect when an attack montage has been completed as such: void AMyCharacter::Attack(const FInputActionValue &Value) { if(IsAttacking) return; …

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## [Declare delegate in one header file and use it in other headers](https://forums.unrealengine.com/t/declare-delegate-in-one-header-file-and-use-it-in-other-headers/483914)

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**Author:** [@anonymous\_user\_da48ad62](https://forums.unrealengine.com/u/anonymous_user_da48ad62)\
**Replies:** 3\
**Last updated:** [October 22, 2024, 9:38pm UTC](https://forums.unrealengine.com/t/declare-delegate-in-one-header-file-and-use-it-in-other-headers/483914 "2024-10-22T21:38:24Z")

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Hello, I have a very simple query to which I was not able to find an answer from a quick google search. Maybe because its too obvious or its a silly question. Lets say I have a two classes A and B having their own head…

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## [Custom K2 Nodes with Delegates](https://forums.unrealengine.com/t/custom-k2-nodes-with-delegates/457550)

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**Author:** [@MagForceSeven](https://forums.unrealengine.com/u/MagForceSeven)\
**Replies:** 7\
**Last updated:** [October 20, 2024, 7:37am UTC](https://forums.unrealengine.com/t/custom-k2-nodes-with-delegates/457550 "2024-10-20T07:37:37Z")

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I’m trying to figure out how to integrate my systems into blueprint. In native I have a custom event dispatching that leverages templates nicely to register to receive events of a certain type. I would like to be able to…

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## [I don't get how Delegates / Events works on Unreal Engine](https://forums.unrealengine.com/t/i-dont-get-how-delegates-events-works-on-unreal-engine/2006257)

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**Author:** [@Untiziotizio](https://forums.unrealengine.com/u/Untiziotizio)\
**Replies:** 5\
**Last updated:** [September 5, 2024, 9:18pm UTC](https://forums.unrealengine.com/t/i-dont-get-how-delegates-events-works-on-unreal-engine/2006257 "2024-09-05T21:18:05Z")

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Hi, please help me. I’ve already posted another question on StackOverflow and here in the Unreal Engine Forum about a specific problem that I currently have in my project, but nobody seems to reply. So I’ll resume this…

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## [Whitch function will called faster bound with delegate or set in SetTimer().](https://forums.unrealengine.com/t/whitch-function-will-called-faster-bound-with-delegate-or-set-in-settimer/1837257)

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**Author:** [@ebrebzzeeere](https://forums.unrealengine.com/u/ebrebzzeeere)\
**Replies:** 0\
**Last updated:** [May 2, 2024, 11:42pm UTC](https://forums.unrealengine.com/t/whitch-function-will-called-faster-bound-with-delegate-or-set-in-settimer/1837257 "2024-05-02T23:42:53Z")

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Hi I’m new to UE. Suppose I have a function1 set in SetTimer(). On the other hand, I have a function2 bound with delegate which execute ClearTimer(). Here I have a question. What time function1 called finally? I don…

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## [Inter-Component Communication via Delegates](https://forums.unrealengine.com/t/inter-component-communication-via-delegates/1832844)

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**Author:** [@mgtGecko](https://forums.unrealengine.com/u/mgtGecko)\
**Replies:** 0\
**Last updated:** [April 30, 2024, 9:32am UTC](https://forums.unrealengine.com/t/inter-component-communication-via-delegates/1832844 "2024-04-30T09:32:12Z")

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Let’s assume the following Actor, which has ComponentA and ComponentB. Actor | --------------- | | ComponentA ComponentB Let’s assume ComponentA needs to keep ComponentB u…

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## [Delegates from two classes with the same parent](https://forums.unrealengine.com/t/delegates-from-two-classes-with-the-same-parent/1821671)

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**Author:** [@user\_f488f58fa1d010f87b5aa2ee92eeef31e84836b41933df7baf43a1](https://forums.unrealengine.com/u/user_f488f58fa1d010f87b5aa2ee92eeef31e84836b41933df7baf43a1)\
**Replies:** 2\
**Last updated:** [April 26, 2024, 4:06am UTC](https://forums.unrealengine.com/t/delegates-from-two-classes-with-the-same-parent/1821671 "2024-04-26T04:06:03Z")

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Hi! I am having difficulty using a delegate. There are two classes with a common parent. Delegate variables are declared in their parents. One child (Class A) is binding with AddUObject. Another Child (Class B) call …

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## [DelegateSignatureImpl.inl errors when using lambdas in Unreal Engine](https://forums.unrealengine.com/t/delegatesignatureimpl-inl-errors-when-using-lambdas-in-unreal-engine/1816180)

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**Author:** [@khoubbieh](https://forums.unrealengine.com/u/khoubbieh)\
**Replies:** 0\
**Last updated:** [April 22, 2024, 10:23pm UTC](https://forums.unrealengine.com/t/delegatesignatureimpl-inl-errors-when-using-lambdas-in-unreal-engine/1816180 "2024-04-22T22:23:06Z")

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I am trying to create a plugin for unreal Engine that creates a file in the output folder of the project and when I try to add any functionality to a button on the UI I get DelegateSignatureImpl.inl errors on compile whi…

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## [Detect when "merge result" was saved](https://forums.unrealengine.com/t/detect-when-merge-result-was-saved/1814119)

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**Author:** [@LidorDiv](https://forums.unrealengine.com/u/LidorDiv)\
**Replies:** 0\
**Last updated:** [April 21, 2024, 3:22pm UTC](https://forums.unrealengine.com/t/detect-when-merge-result-was-saved/1814119 "2024-04-21T15:22:10Z")

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Hi everyone, I’m trying to find a general way to trigger a callback once a merge resolve result was saved to disk by the editor. For example - one way would be to somehow bind the FOnMergeResolved::OnMergeResolved del…

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## [Global Event System](https://forums.unrealengine.com/t/global-event-system/458449)

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**Author:** [@anonymous\_user\_f684bd01](https://forums.unrealengine.com/u/anonymous_user_f684bd01)\
**Replies:** 5\
**Last updated:** [April 5, 2024, 6:08am UTC](https://forums.unrealengine.com/t/global-event-system/458449 "2024-04-05T06:08:38Z")

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So I was just watching this video: Blueprint Communications | Live Training | Unreal Engine - YouTube and this 4 minutes into the video where he is going over a simple primer it’s mentioned that UE4 has no way to globall…

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## [Get Reference to Blueprint Event outside of blueprint?](https://forums.unrealengine.com/t/get-reference-to-blueprint-event-outside-of-blueprint/1705889)

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**Author:** [@kahshmick](https://forums.unrealengine.com/u/kahshmick)\
**Replies:** 0\
**Last updated:** [February 22, 2024, 2:43pm UTC](https://forums.unrealengine.com/t/get-reference-to-blueprint-event-outside-of-blueprint/1705889 "2024-02-22T14:43:43Z")

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Hello, to give you some context for the type of problem this is trying to solve, I have X buttons (a lot of buttons) being spawned in my widget, and each of them display the health of a monster in the game. I’ve implemen…

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## [Function arguments within AddDynamic() call](https://forums.unrealengine.com/t/function-arguments-within-adddynamic-call/384580)

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**Author:** [@anonymous\_user\_d02408c9](https://forums.unrealengine.com/u/anonymous_user_d02408c9)\
**Replies:** 3\
**Last updated:** [February 21, 2024, 5:06pm UTC](https://forums.unrealengine.com/t/function-arguments-within-adddynamic-call/384580 "2024-02-21T17:06:04Z")

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I have a Tmap called CameraSetups and I’m trying to bind a Delegate (OnTriggerEnterDel) that was referred to in the Value to a function that would take a CameraActor as an argument. The CameraActor should be the respecti…

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## [Error Delegate Property](https://forums.unrealengine.com/t/error-delegate-property/1697852)

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**Author:** [@blAddddDe](https://forums.unrealengine.com/u/blAddddDe)\
**Replies:** 1\
**Last updated:** [February 18, 2024, 9:01pm UTC](https://forums.unrealengine.com/t/error-delegate-property/1697852 "2024-02-18T21:01:08Z")

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Why does the error appear?

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## [Two DECLARE\_MULTICAST\_DELEGATE\_OneParam with same params but different name](https://forums.unrealengine.com/t/two-declare-multicast-delegate-oneparam-with-same-params-but-different-name/1693627)

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**Author:** [@Korred1](https://forums.unrealengine.com/u/Korred1)\
**Replies:** 1\
**Last updated:** [February 16, 2024, 9:44pm UTC](https://forums.unrealengine.com/t/two-declare-multicast-delegate-oneparam-with-same-params-but-different-name/1693627 "2024-02-16T21:44:29Z")

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Hi Each Tick I calculate game time, firstly I count seconds, minutes and hours. Then I calculate days, months and years. After each calculation I want to send delegate first to update time, then to update date. My r…

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## [OnSessionParticipantsChangeDelegate won't be fired](https://forums.unrealengine.com/t/onsessionparticipantschangedelegate-wont-be-fired/1417174)

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**Author:** [@SalaLJackson](https://forums.unrealengine.com/u/SalaLJackson)\
**Replies:** 1\
**Last updated:** [February 13, 2024, 3:29pm UTC](https://forums.unrealengine.com/t/onsessionparticipantschangedelegate-wont-be-fired/1417174 "2024-02-13T15:29:15Z")

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Hello, I’m working with UE 4.27 and I’ve been trying to make the OnSessionParticipantsChangeDelegate work in order to make changes when a player enters a session. However, it isn’t being called even when the session has …

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## [Event when a widget is "in view"?](https://forums.unrealengine.com/t/event-when-a-widget-is-in-view/769348)

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**Author:** [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Replies:** 9\
**Last updated:** [January 25, 2024, 6:12pm UTC](https://forums.unrealengine.com/t/event-when-a-widget-is-in-view/769348 "2024-01-25T18:12:41Z")

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I am looking for a delegate to process when a UWidget “enters the view” and leaves it, example: When it becomes visible. When it enters visible screen space by widget position or by scrolling to it. On Construct, when …

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## [Binding to UPathFollowingComponent OnRequestFinished Event](https://forums.unrealengine.com/t/binding-to-upathfollowingcomponent-onrequestfinished-event/447698)

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**Author:** [@Good\_Laugh](https://forums.unrealengine.com/u/Good_Laugh)\
**Replies:** 8\
**Last updated:** [January 5, 2024, 8:56am UTC](https://forums.unrealengine.com/t/binding-to-upathfollowingcomponent-onrequestfinished-event/447698 "2024-01-05T08:56:35Z")

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So I’m trying to bind to UPathFollowingComponent::OnRequestFinished, it needs 2 arguments: FAIRequestID , const FPathFollowingResult &. Here’s what I’ve done: In my header I forward declare the appropriate types, and …

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## [I am asking for some advice on a problem that is hard to understand about the delegate of the Unreal Engine.](https://forums.unrealengine.com/t/i-am-asking-for-some-advice-on-a-problem-that-is-hard-to-understand-about-the-delegate-of-the-unreal-engine/1411274)

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**Author:** [@Hyaniner](https://forums.unrealengine.com/u/Hyaniner)\
**Replies:** 4\
**Last updated:** [November 27, 2023, 8:02am UTC](https://forums.unrealengine.com/t/i-am-asking-for-some-advice-on-a-problem-that-is-hard-to-understand-about-the-delegate-of-the-unreal-engine/1411274 "2023-11-27T08:02:33Z")

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Trying to bind the function with parameter of pass by reference, and value type payload, makes compile error. Is this illegal? It is totally about my curiosity. I can work workaround this, by using a pointer type param…

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## [When is it safe to call AddDynamic on a delegate?](https://forums.unrealengine.com/t/when-is-it-safe-to-call-adddynamic-on-a-delegate/368604)

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**Author:** [@wilberolive](https://forums.unrealengine.com/u/wilberolive)\
**Replies:** 4\
**Last updated:** [November 15, 2023, 12:47am UTC](https://forums.unrealengine.com/t/when-is-it-safe-to-call-adddynamic-on-a-delegate/368604 "2023-11-15T00:47:52Z")

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Our project has an array of structs used to track information about sections of the level, one struct per section. The array itself and the structs are not replicated. Each client sets this up when they load the level ba…

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## [Delegates in c++ blueprint function library.](https://forums.unrealengine.com/t/delegates-in-c-blueprint-function-library/1356373)

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**Author:** [@BDelacroix](https://forums.unrealengine.com/u/BDelacroix)\
**Replies:** 1\
**Last updated:** [November 2, 2023, 10:15am UTC](https://forums.unrealengine.com/t/delegates-in-c-blueprint-function-library/1356373 "2023-11-02T10:15:16Z")

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Hello everyone. I have been struggling with this for some time. First I’ll describe a bit about the use case. I am writing an application to visualize the output of a flight simulator. In order to communicate between …

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## [Problem Delegate declaration VS 2022](https://forums.unrealengine.com/t/problem-delegate-declaration-vs-2022/1262048)

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**Author:** [@mustang4484](https://forums.unrealengine.com/u/mustang4484)\
**Replies:** 1\
**Last updated:** [August 16, 2023, 6:07am UTC](https://forums.unrealengine.com/t/problem-delegate-declaration-vs-2022/1262048 "2023-08-16T06:07:22Z")

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Hi guys I’ve a problem with this declaration of delegate on my VS 2022: #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "MyActorTT.generated.h" DECLARE\_MULTICAST\_DELEGATE\_OneParam(FOnS…

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## [Broadcast delegate from async task](https://forums.unrealengine.com/t/broadcast-delegate-from-async-task/434839)

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**Author:** [@anonymous\_user\_4a53f912](https://forums.unrealengine.com/u/anonymous_user_4a53f912)\
**Replies:** 2\
**Last updated:** [July 17, 2023, 12:46pm UTC](https://forums.unrealengine.com/t/broadcast-delegate-from-async-task/434839 "2023-07-17T12:46:35Z")

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I have a UActorComponent class which has a delegate. I verified that if I broadcast the delegate from the on tick function in the class that it is broadcast OK. I need to be able to broadcast the delegate from an async…

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## [Can't AddDynamic to DYNAMIC\_MULTICAST\_DELEGATE in C++](https://forums.unrealengine.com/t/cant-adddynamic-to-dynamic-multicast-delegate-in-c/1222218)

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**Author:** [@bogdanspbm](https://forums.unrealengine.com/u/bogdanspbm)\
**Replies:** 3\
**Last updated:** [July 7, 2023, 2:23pm UTC](https://forums.unrealengine.com/t/cant-adddynamic-to-dynamic-multicast-delegate-in-c/1222218 "2023-07-07T14:23:20Z")

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Can’t bind to DECLARE\_DYNAMIC\_MULTICAST\_DELEGATE\_OneParam. What can be a problem? My code: DECLARE\_DYNAMIC\_MULTICAST\_DELEGATE\_OneParam(FOnSlotUpdateSignature, int, SlotIndex); UCLASS(ClassGroup=(Custom), meta=(Bluepri…

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