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How can i call actor blurprint class in c++,which is placed in world?

I want to call actor blueprint in my c++ character class to simulate particle effect and sound at location of rifle

Product Version: UE 4.14
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asked Jan 01 '17 at 02:00 PM in C++ Programming

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You can declare a C++ UFunction as BlueprintImplementable meaning that the actual implementation is delegated to a blueprint graph.

What you have to do is create a function inside your character similar to this:

 UFUNCTION(BlueprintImplementable, Category = "Shooting")
 void SpawnParticlesAndSound();

Inside a blueprint class derived from your character class you can now override this function inside the event graph and implement your particle/sound emitter logic.

See this for the documentation: https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Functions/index.html

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answered Jan 01 '17 at 02:56 PM

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avatar image CyberblastSoft Jan 01 '17 at 08:05 PM

You must also make sure that the access level of this function is not private.

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