Blueprint-defined behavior with dynamic multicast delegates in Unreal Engine

Binding for Switchable Component OnSwitch event on Wall Switch actor

Quite often, gameplay programmers need to hand over the task of creating scripted events to level designers. In Unreal, a common workflow is to define shared features in C++ and level-specific behaviors with Blueprints.

While it is possible to implement C++ Actor methods via Blueprints using either BlueprintImplementableEvent or BlueprintNativeEvent, in this post, I’ll talk about dynamic multicast delegates.

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