Ue4 bind event to on destroyed

Ue4 bind event to on destroyed. I’m curious about how it works. For the other way -- having a Blueprint Actor scan its components -- you'd override AActor::PostInitializeComponents() . Once the pickup expires it simply disappears, no effect playing From the Main Toolbar, click the Cinematics button, then select Add Level Sequence and give the Sequence any name. This is correct. HInoue (HInoue) February 6, 2016, 7:21am 3. Construct = Works like BeginPlay. Move the Timeline to frame 149 , then add a key to the Events track. But…. On Destroyed. com/Harrison1/unrealcpp/tree/master/D The processes for creating Bind Event, Unbind Event, and Unbind All Events nodes are very similar. Set Destroy on System Finish. Uncheck the Auto Destroy option, and then destroy the sound manually in the bound event using the Stop node. Once an Event Track is created, you can create additional event Sections by clicking Add Oct 28, 2020 · it will put between parentheses the object you are using. In one of my user widgets, I want to know when it becomes visible (When the widget switcher makes it visible) I’m trying to connect to the ‘On Visibility Changed Event’ like so But the ‘On Visibility Changed’ event isn’t firing. Connect the in pin from the Bind Event node on the BeginPlay event, to create the listener as soon as possible. EDIT: Persist Across Level Transition must also be off. So I copied only the slide puzzle separately and put it in the 3rd person top view and it worked. To create an Event Track, click Add Track (+) in Sequencer, navigate to Event Track, and select either the Trigger or Repeater event type. The variable is a reference to TargetPoint actor. First create a custom notify in your animation track. An event node will be created and automatically wired correctly to the Bind Event node. ”. Btw, the ProjectileMovement component has a Projectile Gravity Scale, which defaults to 1, giving your projectiles the parabolic trajectory. Nothing happens if i use “event construct” to start. Nov 10, 2014 · An event (created by pulling off the Event pin on the Bind Event node) is bound to a HUD widget’s event dispatcher, then the radio button is added to a HUD widget’s vertical box of children (using the AddChild method node). Not sure what the TScriptDelegate is exactly, it’s not in the examples. In the childclass, override this function. GejorVII (GejorVII) April 23, 2024, 6:43pm 1. Called when the actor has been explicitly destroyed. Event Destroyed. This will hopefully make sense in the last picture if isn’t already. Apr 13, 2022 · You are calling the event dispatcher AFTER you create “Inventory_Notification” by calling “Show Notification Of Picked Item”. What doesn’t help matters is that there isn’t any compiling errors to tell what’s wrong so it appears my setup is “technically” correct but doesn Aug 15, 2023 · question, unreal-engine. Linux. Basically, spawn an Assign OnDestroy node. It is used for internal setup such as delegate If you bind a delegate to a member of a UObject or shared pointer class, the delegate system can keep a weak reference to the object, so that if the object gets destroyed out from underneath the delegate, you will be able to handle these cases by calling IsBound or ExecuteIfBound functions. コンテキストメニューで [Add Custom Event for Dispatcher ( [ディスパッチャーにカスタムイベントを追加)] を選択します。. You create it, name it and set input parameters. When storing a reference to the character for a later moment you will probably want to check for its validity anyway . Navigate to Edit > Project Settings > Engine > Input, then from the Details panel s Bindings category, click the Add (+) button next to the Action Event Destroyed. If it IS a DestroyableEnemy, you get a pointer to it. I’m working on a project given in the book Unreal Engine 4. Drag the P_Explosion and Explosion Audio components to the Event Graph. For more infos on delegate you can here : Delegate doc. Hey guys, so I’ve spend quite a while trying to get a projectile to destroy an Feb 21, 2016 · Event to the Menu’s “Button Clicked =)” Dispatcher. Aug 18, 2022 · I found ‘Bind Event to On Property Changed’ but it requires PropertyViewBase as target and I don’t know how to get that. Called once the widget is loaded in the level / viewport. Feb 6, 2016 · It seems really straightforward, but I’m obviously missing something. I found that in EditorUtilityWidget you can add SinglePropertyView and then bind it using OnPropertyChanged. As far as your Target Point, try using Print String to check that the Target Points location is not (0,0,0). Sep 28, 2021 · Hello, I have a widget switcher in my UI that switches between various user widgets. The Call Restart Player function will destroy your player character and is triggered when the R key is pressed. It should now work like this: OnDestroyed. So far so good. Edit: Ofcourse I assume each button is a separate widget created by you, and not just a default Then, the Interaction Component just calls methods on its owning object (the GetOuter () object). Target. Apr 18, 2017 · EDIT: I’ve just found "Create Event" node - Blueprint Visual Scripting - Unreal Engine Forums where it says that this node is used to bind functions to dispatchers, and not events. リストからイベントを削除するには Unbind Event ノードを使用します。. In the Details panel, click Events > On Component Hit. You need to call ‘test event’. Feb 13, 2023 · Quick look at how you might want to use Event Dispatchers for your bindings instead of function and property bindings. After dragging the output of my bind event actor into the Create Event “Object” input Aug 21, 2014 · Basically I am spawning all of my enemies through the level blueprint and I want to be able to award the player points upon the enemies death but I’m not sure how to actually trigger events when the enemy actors are destroyed? I’m sure it is something simple but I can’t seem to figure this one out, any help would be appreciated Dec 1, 2017 · Right click: Type Bind Event to OnDestroyed and create an event to be called when the actor is destroyed. Change the event you’re binding to, to be different from the test event. At this time there are two variants for emitting (no parameters and one wildcard parameter) and one for binding events to your local functions. Target is Niagara Actor. Connect Event Begin Play to the Bind Event to Boss Died node. What I want to do is that before the pickup is destroyed, it will play an effect. Jun 12, 2022 · UE5-0, question, Blueprint, unreal-engine. In Enemy BP i want to use Event call on Destroyed (Player), i want Enemy will print string “Haha”. Jul 24, 2015 · There are also some resources in the Wiki on event handling: Event handling Simple Global Event System. 将事件添加到事件分发器事件列表(以及从中移除事件)。. Right before that I am calling the “Apply Damage” node to deal damage to that character. The location seems to be fine. Event dispatchers are under variables, in the My Blueprint tab of your widget. Everyone. I have also tried SetVisability. This will tell the Player Controller which target Pawn to possess and take control of. Event Tick Mar 25, 2014 · Event any damage not working. Sep 16, 2016 · I have an actor blueprint called BP_Interactable_Object that I use for objects that the player can interact with (doors, drawers etc. Unbind All Events ノードで、現時点でイベントディスパッチャーと接続している全イベントを非接続にすることも Creating Event Dispatchers. Step 6: Profit =) You can think of this method as bubbling up. question, unreal-engine. But In my case I want it to react to change to Transform’s Rotation. この方法を使い、通知を発信するアクタは、リスニングしているアクタがサブスクライブする Feb 21, 2017 · Create an event dispatcher in the widget that has the button like this: Then bind the event when you add the widget as child: OnClickedButton is an event dispatcher (also called delegates). I stumbled upon this question while trying to create a spawner class that is able to spawn children of an arbitrary blueprint Nov 6, 2020 · As a result, the bound event cannot be called as the sound that is supposed to call it does not exist and hence can’t call it. Mar 23, 2014 · Put the code in the parent class into a function and pass the necessary variables as arguments such as ‘other actor’. I don’t mind binding all the constructed buttons to the same event, but I have no way of knowing WHICH Left-click and drag off the Return Value of the Get Player Controller node and search for and add the Possess node. As in - it has the same pins with identical data types. Blueprint: Add a ParticleSystemComponent to it (Method1) or Spawn an Emitter via Blueprint (Method2) Method1: Select your ParticleSystemComponent and click on the ‘+’ on the OnParticleCollide Event Oct 16, 2015 · So I set my APickup to destroy itself after a set time, by calling a DestroyPickup () function which: Destroy () the APickup. Add custom event, then bind that to OnClicked which you should wire into the Character Button Pressed function. DevelopmentProgramming & Scripting. I have tried to return the “Slot” instance to bind it in the Event Dispatcher, but the loop does only an iteration and closes. When dragging out the Event node, I call Create Event. synyster4900 (synyster4900) March 25, 2014, 10:31pm 1. I now want to add some functionality to allow the actor “Activate” (trigger) an event in the level blueprint like causing a lift to move Apr 14, 2021 · ゲームコンテンツ等を制作する会社で雑用を担当してます。ue4のヘビーユーザー。勉強会の資料や拾ってきたtipsなどをまとめて忘備録として使う予定です😃 応援いただけると嬉しいです! 相談や要望もお待ちしています! May 22, 2017 · Hi. For small projects, it probably doesn' Dec 4, 2020 · Preconstruct = Works a bit like a class constructor. Set true for this actor to self-destruct when the Niagara system finishes, false otherwise. Event triggered when the actor has been explicitly destroyed. Searching for "Bind [EventName]" should quickly bring up the correct entry. Which means you are calling it when no one is bound to it. Widget on construct event plays its fade anim (deleted the tick event) and binds to animation finished event that calls Remove from Parent. Without the cast, it won’t know how to reach EDPlayerDeath. The way I know how to do it offhand is with a dynamic_cast. Right click the key. In Blueprint Classes Apr 4, 2021 · I have a custom event in the event graph I want to bind but I can’t reference it from within the function. So I just learned I can extend a BP with Nov 21, 2015 · OnTakeAnyDamage is a [multicast delegate] [1] that other classes can use to receive events about an object, but you need to explicitly bind to it. If you hit the barrels, you’re supposed to respawn at the beginning of the level and try again. However the “Event Any Damage” will not receive anything. In addition, if you put UE_LOG to print “Actor Destroyed” in your Actor’s C++ Destructor method, you’ll see many These input mappings will enable the respawn functionality that you will create for your Player Character. You can either use an event dispatcher, interface message or call the parent pawn directly from that event. I guess it’s a wrapper type for the callback function required by dynamic delegates. Afair, this one needs no data, so you should be able to pick it from the dropdown. Oct 29, 2014 · The projectile will hit the random character standing around and will destroy itself. I have for debug purposes a “Print String” behind my “Any Damage” event which gets never called. UMyAnimInstance->OnMontageEnded. Nov 10, 2017 · But I don’t know exactly why I can bind to my actor event OnActorBeginOverlap and I can’t with another actor event OnReset. Hi people, I am having issues creating an event inside a function. Drag off of the output pin of the reference node and release to show the context menu. Creating Event Dispatchers. To set that up, drag a pin from the character reference to an empty spot on the graph and select Bind Event to OnTakeAnyDamage. Apr 16, 2022 · If you don’t want to cast all the time you can do it on beginplay and set to a BP_Player3 reference variable you can use in your Blueprint. I think you’re going to get an infinite loop there. It seems like the signature for the function you are calling in OnDestroyed () has changed. Nov 15, 2019 · I just tried searching for Bind On Destroyed, but it just ends up spawning the exact same event with the exact same problem of being unable to connect the event to the character blueprint. Event Receive Draw HUD. Right-click on the new keyframe, and under Properties , select the Unbound dropdown to add Create a Quick Binding . 26 AActor::Destroyed. Should Destroy on System Finish. and of course the documentation page about binding delegates: Binding delegates. イベント は、 EventGraph 内の個々のネットワークの実行を開始するために ゲームプレイ コードから呼び出されるノードです。. It is absolutely recommended and unreal provided you whit the “unbind all events node” to easy this process. There are also GameplayTag variants of these emitters and receivers for easy dropdown linking. 每个事件分发器均有一个与其相关的事件列表。. In Blueprint Classes Aug 8, 2015 · After that I bind the delegate instance to the function with 1 parameter I want ( in your case it will be OnClick_button_load_game with the parameter you want) After on my own BeginOverlap, I invoke my delegate bind to the function with one parameter as you can see. My function calls a “Bind Event to On Destroyed”. Enter a name for the Event Dispatcher in the name field that appears at the end of the list in the My Blueprint tab. Navigate back to the Event Graph, then right-click, search for, and select the Restart Input Action Event. Hello, I have a question regarding Unreal Engine for optimizing my game. Add a keyframe for the Transform track to initialize the Empty Actors current location in There are globally available functions that you can use to emit and bind events. Mar 7, 2015 · You should be able to bind a delegate in C++ AND Blueprint and call both bound functions/events through c++. Nov 4, 2014 · unreal-engine. Events Megagrants Meetups Service partners Students and schools Professional training Training & academic partners Marketplace Browse Submit content Marketplace guidelines Knowledge base Jan 28, 2017 · Hi, I stumbled over the same problem and came to a solution. Apr 23, 2024 · UE5 Bind Events. Dec 4, 2016 · UE4について勉強するのにオススメな本として、下記の書籍をオススメしています。しかし、18章でちょっと行き詰まって、ネットを調べてみるもこれといったものが見つからず。 と言う事で、メモ代わりに自分のやった事を書いておこうかと。正直、私もよくわからんのだけどバージョン違いの In Sequencer , click the + Track button on the ThirdPersonCharacter track and select Event . But if i change it to “event tick” then it will run correctly. MacOS. Drag off the Pressed key pin, then from the Actions menu, search for and select Call Restart Player. 如果事件分发器未绑定任何事件,对其进行调用将没有任何效果。. You can test this yourself by creating a message dispatcher with a parameter, and using the create event node on a bind to action for said dispatcher. Event Dispatchers are created in the Blueprint Editor's My Blueprint tab. If it is, there’s something wrong with your variable. If not sure (or there are too many!), create a matching event in the function and cut / paste it into the event graph. Oct 12, 2022 · Hello all, I have what seems like a simple problem that I cannot find an answer to. Drag from P_Explosion then search for and select Activate. After making a slide puzzle, using the bind event to on click, to activate it, I switched from the fpp point of view to the top view mouse point of view and clicked it, but it doesn’t work. Begin by creating a new Games > Third Person > Blueprint project named RespawnPlayer . Then inside your animation blueprint, add the notify event. How can I create some “Slot” classes and bind them to “Sheet” Nov 28, 2018 · int32 bindingIndex = InputComponent->GetNumActionBindings() - 1; Because we just added the binding, naturally, its index will be the last index in the bindings array, so we just get the length of the array and subtract 1 from it. The binding you have implemented only worked on the Targets that existed when you ran “Event Construct” inside “Main_Widget”. イベントノードが作成されて、自動的に Bind Event Aug 8, 2016 · But you can easily fix it by using “Assign On Destroyed” on the blueprints creation menu instead of “Bind to On Destroyed. AaronShea (AaronShea) November 4, 2014, 4:13am 1. When you play the animation, the *CustomEvent *will fire at the specified time. You're going to TRY and cast the generic AActor to a DestroyableEnemy. The problem is, this is part of a loop which generates multiple buttons. In this example, the variable of Score is being set to Value plus Score. I have 2 BP, 1 is Player, 1 is Enemy. This array is traversed at different moments, for example when Mar 30, 2020 · How do I pick up on the events in my parent blueprint? Do I have to specifically create a parent variable in the child BP, where the chil… Hello, I have a blueprint with a child actor of a class that has certain events. The Call node will appear, with the Actor reference already wired to the Target pin. The function has a loop, and it creates “Slot” classes which I need to bind to the “Sheet”. Community Community & Industry Discussion. Enter a name for your event. Doing this, the parent overlap event will be triggered but the child class function will be called since the parent function was overridden. Spawned 10,000 widgets across the screen from a keypress event, which creates the widget, adds to viewport and does nothing else. Oct 14, 2015 · Simulate Physics: UNCHECKED Collision Simulation Generates Hit Events: CHECKED Collision Presets: PAWN Use CCD: CHECKED Now my projectiles and (mechanical) skeletal meshes collide properly. Sep 16, 2021 · My problem is that I am trying to hide the puzzle destination until the key is acquired/actor destroyed. e. As part of an editor utility widget BP, I am creating buttons by calling “Construct button” and then binding events to them. It is responsible for building the widget and will be called in the editor / game. You are given this information on the Create Event node so that you can more easily select a function. Is there a function that is called at the end of a component's lifetime that I can use to release the heap memory? Oct 17, 2022 · Mind-Brain (Mind-Brain) October 17, 2022, 11:25pm 2. 使用 Bind Event 节点可以向此列表中添加事件,使用 Unbind Event イベント リストへイベントを追加するには Bind Event ノードを使用します。. Event Dispatchers are created in the Blueprint Editor's Blueprint Editor My Blueprint Panel tab. 01 📰この本『UnrealEngine5の教科書』について 02 📘第一章 UnrealEngineについて 03 📰UnrealEngine5 (アンリアルエンジン) とは? 初心者向けにわかりやすく解説 [UE5入門 #1-1] 04 📰UE5のゲーム開発流れを解説 [UE5入門 #1-2] 05 📰UE4とUE5の違いとは? Jul 24, 2016 · In the widget Timeline, create an *Events * track with a Key, and an Animation. I Creating Event Dispatchers. OnInitialised = Called on non-instanced implementations of the widget. これらにより、ブループリントは、ゲームの開始、レベルのリセット、 ダメージなどのゲーム内で 绑定和解除绑定事件. I need to do some cleanup operations before the window can be allowed to close up. Navigate to Event Dispatcher > Bind Event to [EventDispatcherName] in the context menu. Dirt113 (Dirt113) February 6, 2016, 7:06am 2. I’m looking for an overridable function or event to listen for the window of the game being closed. Event Tracks can also be created under an Object Binding Track, which will bind the event to that object. Select the Empty Actor in the Level, then add the Empty Actor to Sequencer. I’ve implemented a synergy mechanic where my weapons have an array of technologies. Aug 31, 2022 · Generally if you just need a specific function to do something on end, it’s better to just bind it to an event on a uobject function like you have done already here. In that list, you can select ‘create event’, and then specify: TheBoxyBear Event 入力ピンをドラッグし、コンテクストメニューを表示するためにリリースします。. You have bound to the event, but you haven’t fired the event. You have to go through your animation blueprint to do this. Windows. In the widget graph, create a *CustomEvent *with the same name as the EventsTrackKey event. What Assign does is bind the delegate and create a proper event that will be accepted. Note the special binding syntax for the various types Event Destroyed. In the Quick Bind, search for Set All Bodies to Simulate Physics . This event is executed when the Actor is Destroyed. When a radio button’s checkbox is checked, its CheckedStateChanged event is raised. , OnDeathEvent) to put your UI spawn logic. The delegate types are definitely compatible, since if I try to bind from the event graph, I can use the red square pin from the event’s definition. Left-click and drag off of the Other Actor pin, then search for and add the Cast To FirstPersonProjectile node. If it isn't, you just get a null pointer. I use the event dispatchers and below is the blueprint of the widget. Select Add Custom Event for Dispatcher in the context menu. UPROPERTY (BlueprintAssignable, Category = "Test") FTestDelegate OnTestDelegate; If you want to add a function to it, you need to call “AddDynamic” on the delegate. gg/xw65fg7 DescriptionIn this video, I show you how to use event dispatchers and how th Oct 5, 2019 · Hello fellows, i recently am doing a UI which shows how much bot is killed by player. Nov 22, 2017 · Just in case anyone encounters this thread in the future. Now to remove the binding, we would do: InputComponent->RemoveActionBinding(bindingIndex); In this part of my free Unreal Engine 4 for beginners tutorial video series you'll learn how to make the blocks disappear when they are hit by the ball by us Jan 27, 2018 · In this UE4 C++ tutorial we will use the destroy method to remove actors from the game worldGithub Link: https://github. Creation. Is my example help you ? Jul 23, 2017 · Only possible solution is to manually Unbind event in Deconstruct. You cannot be sure an object gets garbage collected if event are still binded. Dec 10, 2014 · Denny (Denny) December 13, 2014, 9:45am 2. To create a new Event Dispatcher: In the My Blueprint panel click on the Event Dispatcher category: . Custom Event. Event Destroyed | Unreal Engine Documentation Event Destroyed On Destroyed. This image is from my component, I want to make something in the component when the OnReset event from my owner actor is called, only the OnActorBeginOverlap works but i can’t from blueprint :s (the node doesn’t Actor component On Destroy Event? Question. AddDynamic(this, &AMyActor::MyDestroyed); Where the function MyDestroyed should look like this: UFUNCTION() Jan 10, 2015 · Created a little test scenario using the floating combat text tutorial. But the way my blueprint is currently set up, it doesn’t do anything. When you select the Assign option for the Event Dispatcher, a binding will be created as well as a custom event. The Destroyed Event will be deprecated in a future release! The functionality of the Destroyed function has been incorporated into the EndPlay function. These are the steps to make the OnParticleCollide Event work inside your Blueprint. No worries @BIGTIMEMASTER, everything is fine! The Unbind node is if you want to remove a bound event from a dispatch Say you want something to only happen on the first event dispatch but never again, you’d unbind it at the end of the event itself so it won’t happen again. In your case: OnActorBeginOverlap (Target) this is from Enemy BP, but when Player (target) die, it didn’t print anything. That’s what I’m having trouble figuring out how to do; in my main #UnrealEngine #VR #VirtualReality Join the Discord: https://discord. Step 5: In the Player Controller, we have our Menu widget created and we have bound our top-level “Button Clicked =)” dispatcher. Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending. Note that here, I have used the ‘BeginPlay’ event to initialize the event dispatcher. So I have a pathfinding component that derives from actor component that uses memory on the heap. ) I made the blueprint very dynamic in that I can swap the mesh as well as change the type of animation (move or rotate). shooting, Destroy, projectile, damage, question, unreal-engine. Adding and removing events from an Event Dispatcher's events list. I have tried to set the location of the destination outside the level and bring it back into place using an event dispatcher and SetActorLocation once the (Crystal Key) actor has been destroyed. May 17, 2020 · What you actually want is to create custom dispatcher inside your button widget, that would return button’s reference (or probably image ref) and bind to this custom dispatcher, thus every binded event would have the needed ref right from event. Hello Skylonxe! Yes you have to, you must unbind all events. In the Properties at the very top, set EventName. The steps below explain how to create a Bind Event node, but Unbind Event and Unbind All Events nodes can be created by choosing the respective menu items at the appropriate steps. To test a basic setup, within a single BP: The processes for creating Bind Event, Unbind Event, and Unbind All Events nodes are very similar. X Bybuilding a simple game in which you must jump over barrels rolling down ramps and reach the end of the level. As for tests, function TestFunction called only once in this Feb 16, 2016 · Open the blueprint which is going to be the listener and declare an Event Dispatcher from the ‘Event Dispatchers’ panel on the left in the event graph. I want to release that memory at the end of the component's life time. And then on your HealthCheck-like event, if its life goes to 0 (dead) then call the OnDeathEvent manually (instead of Event Destroyed ). Once that is done, drag and drop the event dispatcher onto the graph in the following fashion. ta1b (tai) June 12, 2022, 2:13pm 1. Click the Track button on the Empty Actor and select Transform . Feb 12, 2019 · Try using a a separate custom event (i. Jan 11, 2022 · Signature, in this case, is telling you that the Delegate (the red pin) has no parameters. Here you are casting to another Blueprint called the Dec 7, 2019 · In the “Sheet” class in Event Graph, I call a function. Aug 2, 2022 · Just make sure the event signature matches that of the delegate. Yes, it looks like Create Event returns the same “event” for the same function of the same object. blueprints. Selecting Assign from either the Event Dispatcher menu or the context menu will also create a Bind Aug 5, 2021 · ClockworkOcean (ClockworkOcean) August 5, 2021, 5:19pm 2. This doesn’t work and everything matchs upto the book’s instructions except from the fact that I cannot In the Details panel, set Physics > Simulate Physics to True. When the Possess function is called, it will automatically check if a Pawn is currently controlled and UnPossess it first before attempting to Mar 26, 2016 · The two ways you can do that in C++ are dynamic_cast and the typeid operator. Unreal Engine 5 Documentation has been moved to the Epic Developer Community Unreal Engine 4. Feb 12, 2017 · Calling the Spawn Actor after the Destroy Actor is your first issue. - Community & Industry Discussion - Epic Developer Community Forums. Target is Actor. I’ve tried Destroyed () and EndPlay () in the AGameMode class without any luck. In your button blueprint you’ll need to do something like this. イベント ディスパッチャーは、あるアクタがイベントをディスパッチし、それをリスニングしている別のアクタが通知を受けるようなアクタ通信手段です。. This adds a new node to and opens the Event Graph. There, you'd look for components implementing a "ControlsDoors" component, and connect up event mechanisms. This is what the graph should look like after you do what Infiltrator suggested. Oct 14, 2018 · So change your signature for your OnOverlapBegin function in your header file and cpp file to this: so you need to have : UFUNCTION() void OnOverlapBegin(AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult); So I want to create an overlap event with an actor. AddDynamic(this, &AMyAnotherClass::Event_OnMontageEnded); Something to note: The function AMyAnotherClass:Event_OnMontageEnded should have the Drag off of the Event input pin and release to show the context menu. nt uw eb hz ra zx cg sk ng ib