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Calling c++ event from blueprint?

I am trying to call a c++ event from a blueprint, but it doesn't seem like it's getting called. I've defined my event like

 UFUNCTION(BlueprintNativeEvent, Category = "Animation")
 void EnterDashSlash();

 void UAnimationResponder::EnterDashSlash_Implementation()
     GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Yellow, "EnterDashSlash_Implementation");

Then in my animation blue print state graph, I click on a state and in the Entered State Event text box, I put EnterDashSlash. But when the animation plays, my text isn't logged. Is there something else I need to do to link this event to when an animation starts?

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asked May 10 '15 at 10:06 PM in C++ Programming

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avatar image eXi May 10 '15 at 10:25 PM

Try "BlueprintCallable" instead of BlueprintNativeEvent.

Although the function still run. I haven't used NativeEvent in a while. Don't you need to call the super function in BP?

avatar image Thundercleez May 10 '15 at 11:17 PM

BlueprintCallable causes a compile error because the declaration for EnterDashSlash_Implementation doesn't get created unless BlueprintNativeEvent is used.

avatar image eXi May 10 '15 at 11:43 PM

You need to declare it the normal way. Without the _Implementation.

Just write down the function in c++ like you would normaly do + the UFUNCTION makro with "BlueprintCallable". You can then call it in the BP version (BP Child Class) of that Class.

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