Attempting to bind a custom event to a server-only delegate property currently fails to validate after compiling a Blueprint.
#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "MyActor.generated.h" DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FActorSpawnedEvent, AActor*, Spawner); UCLASS() class AMyActor : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties AMyActor(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: // Called every frame virtual void Tick(float DeltaTime) override; UPROPERTY(BlueprintAssignable, BlueprintAuthorityOnly) FActorSpawnedEvent OnActorSpawned; };
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-75153 in the post.