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BroadCast event cpp not call my function

Hi dear UE community,

Edit: It works now, my problem was elsewhere.

I'm trying to use MultiCast Delegate to fire an event the same way as OnComponentHit works for collision.

I have declared a Delegate in my file AShip.h:

 USTRUCT(BlueprintType)
 struct FDamageStruct
 {
 };
 ...
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnDamageTaken, const FDamageStruct&, Damage);
 ...

In my class:

 UPROPERTY(BlueprintAssignable, Category = "Damage")
     FOnDamageTaken OnDamageTaken;

in my file AShip.cpp

 OnDamageTaken.Broadcast (damage);

On an another class i register a function to this event with:

Skill.cpp:

 MyShip->OnDamageTaken.AddDynamic(this, &ASkill::OnShipDamageTaken);

with Skill.h

 UFUNCTION()
     void OnShipDamageTaken(const FDamageStruct& Damage);



My problem is:

During execution time my function OnShipDamageTaken is never call.

If I check the variable OnDamageTaken i see my function is registered.

Does anyone know why my function could not be called ?

Thx

References:

https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Delegates/Multicast/index.html

https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Delegates/index.html

https://forums.unrealengine.com/showthread.php?30345-Tutorial-Creating-and-Using-Delegates-C-and-Accessing-them-in-Blueprints

https://wiki.unrealengine.com/Event_handling

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asked Apr 21 '15 at 10:54 AM in C++ Programming

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42EspoiR
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I mark it as Solved

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answered Apr 21 '15 at 03:34 PM

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42EspoiR
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avatar image Alan Walk May 12 '15 at 03:20 AM

I have a same problem with you, can you tell me how to solve it? Thanks~

avatar image tigercrab Nov 19 '15 at 11:43 PM

I was wondering the same thing, but then I realized AddDynamic() was calling my delegate on Broadcast(). The breakpoint in my delegate was skipped because I compiled with the "Development Editor" config and the empty call was optimized-out.

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