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C++ Delegate not being Bound in Blueprint

I have a C++ Dynamic Multicast Delegate in C++ and I Broadcast it in C++, but in Blueprint, the binded event isnt being called.

UPDATE: I found that the issue is the "Bind OnRecieveServers" in BP isnt binding it properly. I checked it with TestDelegate.IsBound() in C++ and its returning false. Any reasons for this?

UPDATE: I made a fresh plugin and used some example code from JSON Plugin and still no luck. Heres that plugin. atecstudios.com/DelegateTest.zip Consider it a test for delegates that i can work on, and when it works i can impliment it into my main plugin. Since working with the main one is messy.


 #pragma once
 #include "Networking.h"
 #include "SocketSubsystem.h"
 #include "SharedPointer.h"
 #include "Sockets.h"
 #include "AtecConnectLibrary.generated.h"
 struct FServerStruct
         UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Server Struct")
         FString IP;
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Server Struct")
         FString PORT;
 //vvv Delegate in Question
 class ATECCONNECTPLUGIN_API UAtecConnectLibrary : public UObject
         UPROPERTY(BlueprintAssignable, Category = "AtecConnect")
             FTestDelegate TestDelegate;

How im calling it in CPP



alt text

FULL SOURCE: CPP: http://pastebin.com/Z5LJQAa0 HEADER: http://pastebin.com/ZR288rB4

Product Version: UE 4.9
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asked Sep 08 '15 at 01:40 AM in C++ Programming

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38 4 8 13

avatar image Shadowriver Sep 08 '15 at 04:45 AM

Why you place integer on event and broadcast if your delegate has struct as argument?

avatar image BlackSKY415 Sep 08 '15 at 05:11 AM

oh that line was from a old test. It returns a struct sorry. Ill edit it.

avatar image mrooney Sep 08 '15 at 01:38 PM

Can you take a picture of where you are binding it in BP?

avatar image BlackSKY415 Sep 09 '15 at 04:17 AM
avatar image mrooney Sep 09 '15 at 02:28 PM

Where is OnRecieveServersDelegate defined?

avatar image BlackSKY415 Sep 09 '15 at 10:33 PM

Changed the name, i found this issue can fixed it, still not working.

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