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Event is called twice when bound in constructor (c++)

Hey there!

I am using unreals delegate system to create an event manager for my game.

Everything is rigged up and working well, but I have one small issue.

If I call my SubscribeToEvent function in the constructor of my class (a pawn), the bound function is called twice. However, if I call my SubscribeToEvent function in Begin Play, it is called once.

Here is my subscribe function (called in the constructor or begin play)

 template < class UserClass >
 static FDelegateHandle Subscribe(UserClass * InUserObject, void(UserClass::*InFunc)(class HGEvent* receivedEvent))
 {
     FEventManagerDelegate Listener;
      Listener.BindUObject(InUserObject, InFunc);
 
     return m_Event.Add(Listener);
 }

and here is my send event function, called once in beginplay for testing.

 void EventManager::SendEvent(HGEvent* givenEvent)
 {
     m_Event.Broadcast(givenEvent);
 }

just in case, here is the function I use for testing: void APlayerCameraPawn::BeginPlay() { Super::BeginPlay();

 SubscribeToEvent(this, &APlayerCameraPawn::HandleEvent);
 CenterCameraEvent* newEvent = new CenterCameraEvent(FVector(0, 0, 0));
 newEvent->Send();

}

However, it is called twice if SubscribeToEvent is called in the constructor instead of begin play.

Hope you can help! cheers, dan

Product Version: UE 4.10
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asked Mar 09 '16 at 09:41 PM in C++ Programming

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HGG_Dan
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answered Mar 10 '16 at 12:49 AM

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phoboz
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