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Function returning false in blueprint

I'm experimenting with creating my own custom blueprints, and I hit upon something I can't explain.

I create a class with extended UBlueprintFunctionLibrary, make the UFUNCTION for my function BlueprintCallable. The function is just returning a bool true every time.

However when I get into the blueprints, and actually put my function out on the graph, set target to my class and print the result, it always returns false. I have no idea what the problem could be because there's no way my function can even return false.

I'm stuck thinking it's something with how I get an object of my class and that it thinks it's an object of the class but it's actually not or something like that.

 UCLASS(Blueprintable) //Uclass
 UFUNCTION(BlueprintCallable, Category = "Test") //My function

 UFUNCTION(BlueprintCallable, Category = "UDP Networking")
 bool ConnectToServer(int32 port);

 bool UGameServer::ConnectToServer(int32 port)
     FString address = TEXT("");
     TSharedRef < FInternetAddr > addr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
     FIPv4Address ip;
     FIPv4Address::Parse(address, ip);
     //bool connected = Socket->Connect(*addr);
     Socket = FUdpSocketBuilder(TEXT("default"))
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, FString::FromInt(port));
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, Socket ? TEXT("trueee") : TEXT("falseee"));
     if (Socket)
         return true;
         return true;
     return true;
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asked Feb 19 '15 at 05:38 PM in C++ Programming

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avatar image Lojo Feb 19 '15 at 08:51 PM

Can you post the signature of your function?

avatar image Netzone Feb 22 '15 at 04:19 PM

Code apparently didn't like being in comments, I'll put it in the topic instead.

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