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Delegates Where to "pick up" signature?

I have a qustion be may a "dumb" qustion but here goes, delegats are functions / events i can hook into.?

AActor you have the

 /** Called when the actor is damaged in any way. */ 
 UPROPERTY(BlueprintAssignable, Category="Game|Damage") FTakeAnyDamageSignature OnTakeAnyDamage;

Concept is somewhat new to me . Are they for hooking functions so i can "Pick up" a event on one actor from the second? The documentation is somewhat confusing regarding this and the wiki is a bit over simplefied.

You declare them as so.

 DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams( FTakeAnyDamageSignature, float, Damage, const class UDamageType*, DamageType, class AController*, InstigatedBy, class AActor*, DamageCauser );

And add them as so OnActorBeginOverlap.AddDynamic(objectPtr, &Class::FuFunc); And now when ever the FuFunc is called the event will trigger? But I dont understand what happens where do i pick up the signature?

For refrence am using https://wiki.unrealengine.com/Event_handling https://www.unrealengine.com/blog/network-tips-and-tricks https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Delegates/index.html https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Functions/index.html

Am sure its not that hard once you manage to understand whats happening under the hood. Thanks in advanced.

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asked Apr 17 '14 at 05:04 PM in C++ Programming

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WCode
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avatar image WCode Apr 18 '14 at 05:51 PM

Anyone have the time to answer this?

avatar image WCode Apr 19 '14 at 05:53 PM

So no one knows how to do this?

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Are they for hooking functions so i can "Pick up" a event on one actor from the second?

Yes, though they're not limited to actors.

And add them as so OnActorBeginOverlap.AddDynamic(objectPtr, &Class::FuFunc); And now when ever the FuFunc is called the event will trigger?

You've got that backwards, whenever OnActorBeginOverlap is executed objectPtr->FuFunc() will be called with the parameters you passed to OnActorBeginOverlap.Execute() or OnActorBeginOverlap.ExecuteIfBound(). If you call objectPtr->FuFunc() directly it will have no effect whatsoever on the delegate.

But I dont understand what happens where do i pick up the signature?

I don't understand what you mean, the signature of the delegate must match the signature of the function you hook up to the delegate.

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answered Apr 20 '14 at 10:33 AM

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enlight_2014
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