Hi guys, i’m sorry if this question is already answered but i couldn’t find it.
I made a function on C++ which is callable from blueprints and has one ActorComponent parameter. Everything works ok if i call the function from the blueprints and if i set an ActorComponent to the node.
But is there a way to configure the function (using UFUNCTION() perhaps) so if i use the function on Blueprints but i forgot to plug an ActorComponent reference it should give me an error when i compile the Blueprint? For example it should give me an error when compiling the Blueprint if i use the function as the image attached.
Right now i’m solving this issue on C++ but the error is shown at runtime and i think that there’s a better solution for this. Thanx.