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Why is my BlueprintNativeEvent not firing Event in blueprint

Platform: Mac

IDE: Xcode 9.2

I have created a BlueprintNativeEvent which is being called correctly in the C++ code (tested by printing to the log) but it is never firing in the BP.


     UFUNCTION(BlueprintNativeEvent, Category="CustomEvents")
     void DisplayPickupMessage();
     virtual void test();


 void ASWHUD::DisplayPickupMessage_Implementation(){
 void ASWHUD::test(){
     UE_LOG(LogTemp, Warning, TEXT("Called Event Function"));

I originally tried using BlueprintImplementableEvent this also never fired. I switched to NativeEvent so I could print to the log to prove that the function was being called.

Any insight into this would be great.

Product Version: UE 4.18
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asked Feb 02 '18 at 01:11 AM in C++ Programming

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Glenn Holland
8 1 5 5

avatar image jimmyt1988 Feb 02 '18 at 01:13 AM


 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Meta = (AllowPrivateAccess = true))

Then in your blueprint, it should appear in the right click menu as an event that you can pull off from

avatar image Glenn Holland Feb 02 '18 at 01:21 AM

Unfortunately, it still doesn't fire.

I tried "BlueprintCallable" when I used BlueprintImplementableEvent and got nothing too. Any other ideas?

Also, do you have a link to the docs for the Meta tags?

avatar image jimmyt1988 Feb 02 '18 at 01:27 AM

What's calling the c++ code, is it blueprint that is calling it or c++ code that is calling it?

avatar image Glenn Holland Feb 02 '18 at 01:30 AM

C++ is calling it.

 void ASWCharacter::Jump()
     if(Cast<ASWHUD>(UGameplayStatics::GetPlayerController(this, 0)->GetHUD())){
         ASWHUD * hud = Cast<ASWHUD>(UGameplayStatics::GetPlayerController(this, 0)->GetHUD());
         UE_LOG(LogTemp, Warning, TEXT("CallingDisplayPickupMessage"));
     UE_LOG(LogTemp, Warning, TEXT("Jumping!"));

avatar image Baromad Feb 08 '18 at 02:40 AM

Where are you calling the function from in blueprint?

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2 answers: sort voted first

I found the answer after reading up more on how the engine worked. I had been making an assumption that a Blueprint created from a custom class was "of that class" rather than a child inheriting from it.

This meant that in my C++ where I had specified HudClass = ASWHud::StaticClass(); I had expected it to run the blueprint graph in what was actually a child class Blueprint. This was a massive oversight on my part.

My eventual solution was to specify the Blueprint Class was to be used as the HUDClass in my ASWGameMode.cpp

I did this using the following code:

 #include "Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h"

     static ConstructorHelpers::FObjectFinder<UClass> BP_ASWHUD(TEXT("/Game/Blueprints/BP_MAINHUD.BP_MAINHUD_C"));
     HUDClass = BP_ASWHUD.Object;

Thanks for all the help. Everyone's input contributed to my eventual solution.

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answered Feb 08 '18 at 12:14 PM

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Glenn Holland
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Remember if you have called the function on a blueprint to call the parent function, otherwise it won't call the C++ Implementation!

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answered Feb 04 '18 at 11:47 AM

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