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Bind event not compiling in blueprints

Hi,

I a new to Unreal development. I'm using blueprints for my AI and I hope you can point me in the right direction for my problem.

I work with an AIPerception Component. When I bind a custom event to the OnTargetPerceptionUpdated event dispatcher -> it compiles. When I bind a custom event to the OnTargetUpdated event dispatcher -> it doesn't compile and gives me the message "Event signature error. Function not compatible".

Is this a bug in the engine ? Or is there a concept I don't get ?

ue version : 4.10.3 on windows

alt text

Product Version: UE 4.10
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ue4_bp_compile.png (109.8 kB)
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asked Feb 21 '16 at 03:23 PM in Blueprint Scripting

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Benlenem
21 1 2 4

avatar image Shadowriver Feb 21 '16 at 04:37 PM

What type of array argument is?

avatar image Benlenem Feb 21 '16 at 04:38 PM

It is an array of Actor.

It is super easy to reproduce : I created the custom event with a simple drag and drop from the "Bind Event to OnPerceptionUpdated" box.

avatar image KieranChandler Mar 02 '16 at 08:26 PM

I am getting this too, except the parameter is an array of uclass pointers. my delegate declaration: https://gyazo.com/a6ec9e8273fb4d97d431d6994eb8b67d

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1 answer: sort voted first

I believe the problem here is blueprints use references, so the fix would be to change the delegate parameter type from

 TArray<AActor*>

to

 TArray<AActor*>&

However, this introduces another error, because delegate parameters must be const. again, there is a simple fix for this:

 const TArray<AActor*>&

So for example, my final delegate declaration is this:

 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSelectionChanged, const TArray<UClass*>&, SelectedUnits);


Hope this helps,

Kieran

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answered Mar 09 '16 at 05:12 PM

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KieranChandler
128 10 17 20

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