Unreal C++/Blueprint

posted in: Non classé | 0
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class PLUGIN_API UMyClass: public UActorComponent
{

GENERATED_BODY()
// use dynamic multicast, more option here
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnCustomDispatch);

public:
UPROPERTY(BlueprintAssignable)
FOnCustomDispatch OnCustomDispatch ;

}
[...]
OnCustomDispatch.Broadcast();