I went through the small tutorial posted on calling blueprint events from c++. I used my character class to test it out and had the blueprint event print to screen, thus verifying the vent was called. However when I try to do the exact same thing with an extended user widget class the event does not fire.
Yeah so I worked on this all day yesterday and no love. I’m really confused because it works when I call an event on my character class from code within my character class. Is there some limitation where you can’t call an event from outside the owning objects class?
creates raw UKoreWidget class object, not the class object made out of blueprint which overrides myExtendUserWidget_CallEvent function which prints the text. Create the widget in blueprint insted, or somehow get UClass of that blueprint and use it CreateWidget insted UKoreWidget::StaticClass().
The above provides a slot available in the details panel in the editor for the class the member is on (in my case I put this variable in my character class). There you can add the reference to the correct BP by selecting it. So instead of using the static class like I did at first, use the WidgetTemplate reference that is populated in the editor.