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Can't figure out why multi-cast delegate doesn't broadcast

Here is how I set it up:

 void UBPCharacterAnimInstance::NativeInitializeAnimation()
 {
     OnMontageStarted.AddDynamic(this, &UBPCharacterAnimInstance::SetCorrectWeaponMontage);
 }
 
 void UBPCharacterAnimInstance::SetCorrectWeaponMontage(UAnimMontage* AnimMontage)
 {
     UE_LOG(LogTemp, Warning, TEXT("AnimMontage: %s"), *AnimMontage->GetName());
 
     AShooterCharacter* CurrentCharacter = Cast<AShooterCharacter>(GetOwningActor());
     if (CurrentCharacter)
     {
         ABPWeapon_Additionals* CurrentWeapon = Cast<ABPWeapon_Additionals>(CurrentCharacter->GetWeapon());
         if (CurrentWeapon)
         {
             UE_LOG(LogTemp, Warning, TEXT("CurrentWeapon: %s"), *CurrentWeapon->GetName())
         }
     }
 }
 

I went through the anim instance code and can see the actual broadcast function being called. Does anyone have any idea what I could be doing wrong or where to look for issues?

Product Version: UE 4.11
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asked Apr 25 '16 at 09:39 PM in C++ Programming

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ShirtyKezRat
198 13 20 32

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1 answer: sort voted first

Make sure SetCorrectWeaponMontage is a UFUNCTION()

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answered Apr 25 '16 at 09:59 PM

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zimzimdz
289 10 5 10

avatar image ShirtyKezRat Apr 25 '16 at 10:20 PM

Yep that was it, thanks man can't believe i missed that.

This should be made the answer.

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