Keep in mind when using UObjects as payloads that they're not replicated, you either have to make your own replication for UObjects or use a replicated Actor (although this isn't recommended). If you choose to use Actors as payloads, make sure to destroy it if it's not in use anymore!
We are recommending to use theMessageinput instead to transfer any simple informations!
Make sure you have read the Implementation Guide before proceeding with any examples for optimal results!
Right-Click in the Content browser and select Blueprint Class
Create a new Object
BPO_ stands for Blueprint Object
Add some Variables for your needs and set them to Expose on Spawn and thats it!
And thats it! Now you can use it with the CallEvent() function!