Hmm. This is strange indeed. I can’t really come by any reason why this would not work in NC specifically, since there is no special/explicit code that would stop a UnityEvent<T> from working in UWP for example.
Can you please post for me your code in how you are using the UnityEvent more specifically in regards to NC so that I can check it out?
I presume it is a custom ConditionTask that subscribes to the UnityEvent in it’s OnEnable and unsubscribes in it’s OnDisable, and when it is fired it makes the condition return true, or something entirely different?