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AddDynamic not working with AI Perception Component

I'm trying to add a delegate to OnPerceptionUpdated for an AI controller, using AddDynamic. However, when compiling I keep running into the same error:

 error C2664: 'void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,TArray<AActor *,FDefaultAllocator>>::__Internal_AddDynamic<AEnemyAIController>(UserClass *,void (__cdecl AEnemyAIController::* )(TArray
 <AActor *,FDefaultAllocator>),FName)': cannot convert argument 2 from 'void (__cdecl AEnemyAIController::* )(bool,const FHitResult &)' to 'void (__cdecl AEnemyAIController::* )(TArray<AActor *,FDefaultAllocator>)'
          with
          [
              UserClass=AEnemyAIController
          ]

Am I missing something on my code to make AddDynamic work? Here's the line in EnemyAIController.cpp where I call it:

 GetAIPerceptionComponent()->OnPerceptionUpdated.AddDynamic(this, &AEnemyAIController::OnSense);


And this is the test function it calls, that just prints a message to verify it works:

 void AEnemyAIController::OnSense(bool FromSweep, const FHitResult& SweepResult)
 {
     GEngine->AddOnScreenDebugMessage(FMath::Rand(), 5.f, FColor::Yellow, FString("Enemy sensed something"));
 }
Product Version: UE 4.12
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asked Oct 12 '16 at 03:11 PM in C++ Programming

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Herreteman
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Functions you want to bind to a delegate must match delegate's signature. Look at OnPerceptionUpdated's declaration. It's using following delegate type:

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPerceptionUpdatedDelegate, TArray, UpdatedActors);

so the function you want to bind to OnPerceptionUpdated needs to take just one argument of type TArray.

Cheers,

--mieszko

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answered Oct 12 '16 at 03:24 PM

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MieszkoZ STAFF
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