Custom Blueprint node doesn't show up after compile

Hi,

I just managed to follow a tutorial on how to get custom blueprints to show. It worked and it shows up.

http://puu.sh/rVekF/a202155bfc.png

Then, I used another tutorial to get another blueprint of what I actually want to achieve (Get the names of assets inside folder in my game)

Here is the declaration on the header file.

http://puu.sh/rVeu7/7f69edb6af.png

And the cpp code

http://puu.sh/rVewg/42ecb1ff25.png

It all compiles just fine. But even after I restart the game again, the node fails to show up in the blueprint when I search for it. Even though the Project Version nodes does show up and works properly. I am stumped by this, as it compiles, and one of those does work. Anyone has an idea why the custom blueprint node fails to show up?

http://puu.sh/rVeBI/529b65888b.png

H download - Dropbox - File Deleted

CPP download - Dropbox - File Deleted

Thanks!

With a static library you will only have access to methods and properties that are marked as static in the header. You left “static” off the declaration of GetSongNamesInsideFolder:

UFUNCTION(BlueprintPure, meta = (DisplayName = "Song Names Available", CompactNodeTitle = "SongNamesAvailable", Category = "System Information")
static TArray<FString> GetSongNamesInsideFolder();

Without “static” the method will only be available from object instances of your class.