Hi
I have added my own custom component to an actor.
In my custom component class i have added this lines:
UFUNCTION(BlueprintImplementableEvent, meta = (FriendlyName = "Used"))
virtual void UsedInteractionEvent();
and i call this->UsedInteractionEvent(); whenever i want this event to trigger.
I go into my blueprint ,which contains the actor and my custom component, and search for my used event but i can’t find it.
Is it possible to use BlueprintImplementableEvent in custom components and use it locally?
(by locally i mean the event only triggers on that spawned actor, no broadcasting.)
What i am doing is that players can right click on the object and bring down a menu and choose for example Use or Pickup. If a player choose “Use”, i use blueprints to define the “use action” and for that , i need to be able to create an event.
BlueprintImplementableEvent and BlueprintNativeEvent can be implemented by child classes. Therefore, you can create a child component (blueprint or C++) and implement the event there.
An actor Blueprint containing a component cannot implement this component’s BlueprintImplementableEvent or BlueprintNativeEvent. For this, you need a DYNAMIC_MULTICAST_DELEGATE (see Delegates in UE4, Raw C++, and BP Exposed - UE4: Guidebook).