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?

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?

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

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.