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function arguments within AddDynamic() call

I have a Tmap called CameraSetups and I'm trying to bind a Delegate (OnTriggerEnterDel) that was referred to in the Value to a function that would take a CameraActor as an argument. The CameraActor should be the respective Key to the Value but I can't seem to find a way to pass this argument to the function.

 for (auto& Elem : CameraSetups)
     // I need to somehow pass in the paired key to the function MoveToCamera
 void ACameraDirector::MoveToCamera(AActor* Camera)
     if (OurPlayerController)
         if ((OurPlayerController->GetViewTarget() != Camera) && (Camera != nullptr))
             // Blend smoothly to camera
             OurPlayerController->SetViewTargetWithBlend(Camera, SmoothBlendTime);

I am trying to modify CameraDirector that was presented in (docs.unrealengine.com/latest/INT/Programming/Tutorials/AutoCamera) in such way that I would control the cameras using simple trigger volumes that broadcast a dynamic multicast delegate when a character overlaps the volume. I was trying to use Tmap container to map references from the trigger volumes to their respective Camera actors that should then be transitioned to.

So I would like to know how to pass the argument within the AddDynamic() call. I'm probably missing something here so some alternative approach suggestions are welcome.

Now I know that I can pass arguments through the broadcast in the TriggerVolume but I would like to keep the TriggerVolumes away from the tasks of the CameraDirector as much as possible.

Product Version: UE 4.14
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asked Feb 10 '17 at 11:00 PM in C++ Programming

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