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You can using these function macros to C++: UFUNCTION(BlueprintCallable) // This is a purely C++ function that is exposed to Blueprints and can be called from
by ferrumfist 4y ago
You can using these function macros to C++:
UFUNCTION(BlueprintCallable)
// This is a purely C++ function that is exposed to Blueprints and can be called from blueprints
UFUNCTION(BlueprintNativeEvent)
// This can be implemented in C++, Blueprint, or both (in the Blueprint implementation, call the Parent method and it will run the C++ function and then run the Blueprint function)
UFUNCTION(BlueprintImplementableEvent)
// This is a purely Blueprint function (though it is defined in the C++ header) that can be called from C++.
I believe there may also be some funky reflection code you can create to invoke Blueprint functions from C++, but there's very little reason for that as BlueprintImplementableEvent does that in a cleaner way.
Source:
https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/GameplayArchitecture/Functions/ https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScrip...