How do I trigger a blueprint's function from C++?
I have a blueprint function SaySomething(FString Speech) which, when triggered, displays Speech's text in a randomly selected text block from my UI, then hides it after a few seconds:
Where I'm getting stuck is executing the function- is there a way I can call SaySomething from one of my C++ modules, instead of using it in blueprint?
asked Jul 28 '15 at 08:17 PM in Blueprint Scripting
If you use BlueprintImplementableEvent you can call the function in C++ and define the body of the function in blueprint. By defining the function like this in C++...You'll be able to add the event node for it in blueprint.
answered Jul 28 '15 at 08:26 PM
Hmmm - I've got all my events as virtual functions in C++ - Example:
My blueprint callable functions are not:
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