Call Blueprint Native Event in another C++ class?

How are we supposed to call custom events made in c++ from other classes? When using them in the same class you don’t need the exec prefix but outside the class you do. In blueprints you don’t need the weird exec prefix either so what am I supposed to put here?

(UObject* Context, FFrame& Stack, void* Z_Param_Result) are the parameters I don’t understand.

The custom event is supposed to be called in a parent class so that every child fires the custom event if that matters.

Huh? You normally call them like any other function, UHT generates code for that function that forward the call to blueprints, or _Implmented function if it exists in C++

You declared those event as public? place public: line before UFUNCTION of the event, remember that this will cause all functions and varables below being public so, place private: after event deceleration

I have had them as protected because I haven’t ran into this problem before. Setting them as public did indeed fix the problem.