Pawn possession events #82
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I'm not seeing a way for the C# classes to detect events triggered on an Actor and perform logic based on that. I'd like to be able to be able to assign to an event handler for events like in blueprints; for stuff like Possessed, Unpossessed, etc. Also, sorta related -- is there a way for a blueprint to call a non static public method on a class that implements it in c#? So if I have something like: I want to be able to in blueprint graph of DefaultPlayerCharacterBP to be able to send a message directly to DefaultPlayerCharacter, this would be a work around for lack of event support directly in c#. |
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Replies: 2 comments 5 replies
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Please, point me to the native equivalent in Unreal Engine API for that. |
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Pawn.IsControlled
andPawn.IsPlayerControlled
exposed in f225d32.