When creating Dummies for blueprints, you may notice some function parameters with the type DelegateProperty, like the example below. However, in blueprints, it seems there is no option for the delegate type for parameters.
{
"Type": "Function",
"Name": "Start",
"Outer": "PlayerLoader_C",
"Class": "UScriptClass'Function'",
"ChildProperties": [
{
"Type": "BoolProperty",
"Name": "LoadOnly",
"Flags": "RF_Public",
"ElementSize": 1,
"PropertyFlags": "BlueprintVisible | BlueprintReadOnly | Parm",
"FieldSize": 1,
"ByteOffset": 0,
"ByteMask": 1,
"FieldMask": 255,
"BoolSize": 1,
"bIsNativeBool": true
},
{
"Type": "DelegateProperty",
"Name": "イベント",
"Flags": "RF_Public",
"ElementSize": 20,
"PropertyFlags": "ConstParm | BlueprintVisible | BlueprintReadOnly | Parm | OutParm | ReferenceParm",
"SignatureFunction": {
"ObjectName": "Function'PlayerLoader_C:FinsihDispatcher__DelegateSignature'",
"ObjectPath": "RTypeFinal2/Content/Player/PlayerLoader.0"
}
}
],
"FunctionFlags": "FUNC_Public | FUNC_HasOutParms | FUNC_BlueprintCallable | FUNC_BlueprintEvent"
},The solution to this problem is quite simple. In the function, simply create a node with a delegate parameter, and drag the delegate-type pin to the input node to add a new pin.
You will notice that the name of the input parameter created this way is イベント, which is the word for "event" in the language currently used by Unreal Engine. Therefore, delegate-type parameters in the game are typically named イベント, which is likely how these parameters are created.
