Hi Jean,
Thanks for the reply. I'm glad to hear that GetEventInfo is working for the uGUI component proxy, even if I can't seem to get it working myself!
In my project, the proxy is on a button that is simply clicked so I can rule out the need for GetLastPointerEventData.
I must admit I'm a bit confused when you say I'll get a float, a bool or a string as a result of GetEventInfo. What I'm looking for is none of those types - I want to find the actual GameObject that sent the event. It's part of the GetEventInfo action, so I would imagine it can be done with the uGUI component proxy, but you didn't mention it in your post so that's why I'm hoping you can clarify.
Given that GetEventInfo should behave correctly on a uGUI component proxy, but isn't in my project, the only explanation I can come up with is that it's a result of the fact that I have a prefab referencing a scene object. Is there a recommended workflow for achieving this functionality without having a prefab/scene object link?
As a different approach I just tried removing the target from the uGUI proxy and using a SetProperty action in the prefab's own FSM to pull the correct GameObject from the global variable where it is stored and update the proxy component data to reference this GameObject. Unfortunately that isn't updating the proxy component when it runs. SetProperty does seem a little funny with the proxy. I'm sure the first time I created an action I simply dragged the component into the editor and got the usual 'Set/Get Property' options. However now when I try I get 'No Drag and Drop Actions found for this asset type' and I have to manually create a Set Property and link it to the proxy component. Based on that I'm not convinced that SetProperty is cooperating with the proxy component.
I'm also not sure if I can use this action to ensure the custom event name being triggered is correct. There doesn't seem to be anything in SetProperty for the proxy that allows me to set the Event (Custom) unless the labeling in SetProperty is different from the labeling in the inspector.
Thanks,
Steve