Pushing function in c++ to blueprints

I am new to c++ and wanted to learn how to make my AI better so I followed this tutorial: link text

I got to the bit about overriding the function in blueprints after the character and realised that I made a mistake in my code as I couldn’t find the function I defined in c++ anywhere in the list of overridable functions. I can’t find the mistake as I am so new to c++ and hope that someone can. I didn’t do the AI controller part as I prefer altering those settings in blueprints and it said that it was optional to do that step
I know that it is a lot of code to look through but I would really appreciate it if someone could help me find the problem even if that is to link me to another question with the same problem.

// Fill out your copyright notice in the Description page of Project Settings.
    #This is for AICharacter.h
    #pragma once


#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "AIChar.generated.h"

UCLASS()
class MYPROJECT4_API AAIChar : public ACharacter
{
	GENERATED_BODY()

public:
	// Sets default values for this character's properties
	AAIChar();

	UFUNCTION(BlueprintNativeEvent, Category = "AIVariables | Character")
		void GetPerceptionLocRot(FVector &OutLocation, FRotator &OutRotation) const;
		void GetPerceptionLocRot_Implementation(FVector &OutLocation, FRotator &OutRotation) const;



protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

	virtual void GetActorEyesViewPoint(FVector &Location, FRotator & Rotation) const override;
	
};

#And this is for the AICharacter.cpp
// Fill out your copyright notice in the Description page of Project Settings.

#include "AIChar.h"


// Sets default values
AAIChar::AAIChar()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

}

// Called when the game starts or when spawned
void AAIChar::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void AAIChar::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

// Called to bind functionality to input
void AAIChar::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

}

void AAIChar::GetActorEyesViewPoint(FVector &Location, FRotator &Rotation) const
{
	GetPerceptionLocRot(Location, Rotation);
}

void AAIChar::GetPerceptionLocRot_Implementation(FVector &OutLocation, FRotator &OutRotation) const;
{
	OutLocation = GetActorLocation() + FVector(0, 0, 50);
	OutRotation = GetActorRotation();

}

Many Thanks

You don’t need to declare implementation function, UFUNCTION macros do that for you. Also, check if your BP inherits from correct class.