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Binding functions to child actor delegate doesn`t seem to work

Hey, I have a BP with child actors. Trying to bind a UFunction to the child actors delegate doesn`t seem to work. The invocation list is filled properly, but the IsBound() check right before the function call returns false for some reason. Here is the code sample:

 //MyChildActor.h
 DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnMyDestruction, AMyChildActor*, WhoIsDestroyed);
 public:    
     UPROPERTY(BlueprintAssignable, Category = "MyCategory")
     FOnMyDestruction OnMyDestruction;
 
 //MyChildActor.cpp
 OnMyDestruction.Broadcast(this);
 
 //MyBinder.h
 UFUNCTION()
 void OnBindedDestroyed(AMyChildActor* WhoIsDestroyed );
 
 //MyBinder.cpp
 TArray<AActor*> ActorToBind;
     GetOverlappingActors(ActorToBind, AMyChildActor::StaticClass());
     for (auto& ToBind: ActorToBind)
     {
         AMyChildActor* CastedBinded = Cast<AMyChildActor>(ToBind);
         CastedStructure->OnMyDestruction.AddDynamic(this, &AMyBinder::OnBindedDestroyed);
     }


I also tried binding it in BPs and it doesn't seem to work.

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asked Jul 30 '17 at 08:33 PM in C++ Programming

avatar image

Zeclown
6 1 4

avatar image kamrann Jul 31 '17 at 05:37 PM

From what function do you run the code that gets the actors and adds the bindings? When is it executed?

If the invocation list is there but it is not bound, it suggests the actor it's been bound to no longer exists.

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