BlueprintNativeEvent not showing pins in the event node in the graph editor?
Are not the input and output parameters supposed to show up in the Blueprint Graph Editor if I declare a BlueprintNativeEvent like so? For me, the event does show up, but I never see any pins no matter how I change the C++ code. I see only the Event node with an Exec pin and that is all. I've closed the UE4 editor and restarted it, clean compile, tried creating a totally new blueprint derived from my test pickup class, but there is no change. If I just create the event in the blueprint editor, I can of course add inputs to the event and it's fine. This problem I'm experiencing is that the editor seems to not be picking up my C++ parameters from code. Am I missing something?
Here's the simple test code in question (just to see what pins show up on the event node in the graph editor):
asked Feb 03 '15 at 04:01 AM in C++ Programming
With the code you have now, you should be able to implement the function from Blueprint, like in this picture:
But you won't be able to call the function. If you try to find it in the 'add node' dialog, it will come up missing:
That's because you've only marked the function to be implementable by Blueprints, not actually callable. You need to change your function declaration to look like this:
And now you should be able to call it from Blueprint:
Make sure you close the editor before rebuilding from C++ to make sure the module was reloaded correctly.
answered Feb 03 '15 at 06:13 AM
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