How to make data accessable for C++ and blueprint?

Actually I have a bluecript that inerhits from UMG-interface since it isdescribing the interface.

And It also needs to call a blueprintcallable of an C++ class that is direct child of APawn.

So how can I make the blueprintcallable accessable in an blueprint if the Class and the blueprint have no common relatives?

The C+±Feature of multiple-inheritance, is abused and therefore not enabled by Unrealengine if I concluded that right?!

If it isn’t possible what I’m trying to do, what design could I use instead to let menu interact with player?

You just have to get a reference on your pawn, use a “Cast to YourCPPClass” node, and call the function or get your variable.

I guess you looking for UInterface? I think this should work with blueprints too in latest versions

Nope I’m not looking for an interface, since the classes need to acces parts of each other and not just share some sources that could be outsourced.

And what I figgured out so far, there an interface can’t help, right?

And where do I get the refference to that object from? it is important that it is the same object, since its about an bool for the menu is displayed or not. and it could be switched by player via input or by menu via pressing resume and both cases had to switch on the same bool. what wouldn’t be here the case. would it?

Ahhhh I was able to get that specific object through get PlayerPawn. But is there a way to get an object in generell if there is no relation? Anyway for now that fixed it. thanks.

With function like GetAllActorsOfClass or GetAllActorsWithInterface and make a research from there (with name or tags).
As you found it, you also can use GetPlayerPawn but there is also GetPlayerController, GetPlayerCameraManager, GetGameMode etc.