#Does anyone know why assigning an
1 messages · Page 1 of 1 (latest)
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;
holy crap what is this, i have never used this. is your function a UFUNCTION?