#Does anyone know why assigning an

1 messages · Page 1 of 1 (latest)

crimson crest
#

but for C++ this returns false/null:

bool UFunctionSelectors::GetCustomFloatInputValue(const FMemberReference& DynamicFunction) {
if (UFunction* Function = DynamicFunction.ResolveMember<UFunction>(OwningModifier->GetClass()))(...)}

Above is called like:
if(!UFunctionSelectors::GetCustomFloatInputValue(..., CustomInputFunction, ...)

How its assigned:

DamageAction->CustomInputFunction.SetMemberName(GET_FUNCTION_NAME_CHECKED(UAM_DealDamage, GetDamageValue));

The FMemberReference

UPROPERTY(EditAnywhere, Category="Float Modification Params", meta=(EditCondition = "ModificationInputValueSource == EAttributeModificationValueSource::CustomInputValue", EditConditionHides, FunctionReference, AllowFunctionLibraries, PrototypeFunction="/Script/SimpleGameplayAbilitySystem.FunctionSelectors.Prototype_GetCustomFloatInputValue", DefaultBindingName="GetCustomInputValue"))
FMemberReference CustomInputFunction;

winged yew
#

holy crap what is this, i have never used this. is your function a UFUNCTION?