Executing overridden blueprint interface functions from C++?
I am having a problem trying to call a method on an interface from c++ to invoke and overridden function in a blueprint class.
I have tried everything with no success. I think this post describe the problem I'm having, but I have tried all of the tips and it still does not work. https://answers.unrealengine.com/questions/214147/grand-unified-cblueprint-cast-interface-explanatio.html?fbclid=IwAR0z0t4QkmUTywZajmefGToY1HoHYfqtt5LWqZNQtE5Xl2mkasocV95971U
Any advice would be appreciated!
It works! I honestly think I must be losing my mind because I tried this so many times doing the exact same thing and it never worked before. For the sake of being complete and documenting the solution for others who may be struggling here is my code . thanks again shadow!
Create a blueprint based on locking actor, and then implement the Event Lock. When you call the Execute_Lock function in your C++ Code the blueprint event will be called.
answered Jul 12 '19 at 02:11 PM
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