Calling BlueprintCallable Function From Blueprint

Hey, i’ve made the following class in c++ and am trying to call the SpawnActors method on it from blueprints. What I did in blueprints, was opened up the level blueprints, and created a new variable and set its type to SpawnVolume. I then dragged that variable into the graph view, and added a “SpawnActors” function call in the graph view setting its target to my new SpawnVolume variable instance. I then wired the begin play event to trigger the SpawnActors function. Everything runs, but I don’t get a breakpoint or log statement from my SpawnActors function.

I’m assuming that I missed a step, and I actually need to instantiate my SpawnVolume somehow. Is that correct? Can I not just drag an instance of it out into my level blueprints and have it spawned that way?

Thanks

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.

#pragma once

#include "GameFramework/Actor.h"
#include "SpawnVolume.generated.h"

/**
*
*/
UCLASS()
class ASpawnVolume : public AActor
{
	GENERATED_UCLASS_BODY()
	
public:
	UFUNCTION(BlueprintCallable, Category = "Spawning")
	void SpawnActors(AActor* actor);
};

//CPP FILE

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.

#include "SampleProject.h"
#include "SpawnVolume.h"


ASpawnVolume::ASpawnVolume(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{

}

void ASpawnVolume::SpawnActors(AActor* actor)
{
	UE_LOG(LogGame, Warning, TEXT("SPAWN ACTOR"));
}

And as soon as I post this, I find the following documentation which clears this up. Sorry about that. I needed to set the variable instance.

https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintComms/index.html