Blueprint Implementable Custom Component Events?
I'm trying to create custom actor components which have implementable events. I have a basic unit class and a basic spell class, and I want to be able to create custom blueprints from those to make different types of units and different spells.
I have a few events I want to be able to implement such as "OnCastBegin", "OnCastSuccess", and "OnCastFailure" etc. Here's the full code for my ability's header class:
When I look at the static mesh reference of my blueprint, it has a ton of implementable events such as OnMouseOver, OnClicked, etc. I can't figure out how to do that for my component.
asked Jul 18 '15 at 11:56 PM in C++ Programming
So I found out in order to have component events available to you in blueprints requires a dynamic multicast delegate--or at the very least a dynamic delegate, I haven't tested whether that works as well.
The code to do this is as follows:
Do that, and your events should show up under events like in the bottom right corner of the picture.
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