Short Answer
Replace:
void ALeapMotionGesture::BeginPlay()
{
Super::BeginPlay();
if (Leap != nullptr) {
FScriptDelegate Delegate;
Delegate.BindUFunction(this, FName("HandGrabbed"));
Leap->OnHandGrabbed.Add(Delegate);
}
}
with:
void ALeapMotionGesture::BeginPlay()
{
Super::BeginPlay();
if (Leap != nullptr) {
Leap->OnHandGrabbed.AddDynamic(this, &ALeapMotionGesture::HandGrabbed);
}
}
Long Answer
ULeapComponent::OnHandGrabbed is a FLeapHandSignature which is declared with DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam.
The LeapMotion README says to consult the Multi-cast documentation, but they are using dynamic delegates, so you actually need to read the Dynamic Delegates documentation. There you will see you should use the AddDynamic helper macro which generates the function name string for you.
Dynamic Delegates make use of helper macros that take care of generating the function name string for you.
From the Dynamic Delegates doc:
Dynamic Delegate Binding
BindDynamic( UserObject, FuncName )
Helper macro for calling BindDynamic() on dynamic delegates.
Automatically generates the function name string.
AddDynamic( UserObject, FuncName )
Helper macro for calling AddDynamic() on dynamic multi-cast delegates.
Automatically generates the function name string.
RemoveDynamic( UserObject, FuncName )
Helper macro for calling RemoveDynamic() on dynamic multi-cast
delegates. Automatically generates the function name string.
Side Note
Dynamic delegates are serialized, which sometimes results in unexpected behavior. For example, you can have delegate functions being called even though your code is no longer calling AddDynamic (because a serialized/saved actor serialized the results of your old code) or you might call AddDynamic even though the deserialization process already did that for you. To be safe, you probably should call RemoveDynamic before AddDynamic. Here's a snippet from FoliageComponent.cpp:
// Ensure delegate is bound (just once)
CapsuleComponent->OnComponentBeginOverlap.RemoveDynamic(this, &AInteractiveFoliageActor::CapsuleTouched);
CapsuleComponent->OnComponentBeginOverlap.AddDynamic(this, &AInteractiveFoliageActor::CapsuleTouched);
UFUNCTION()on your functionHandGrabbed?