I’ve implemented the most simple C++ method for BlueprintNativeEvent but nothing I try lets the event actually show up anywhere in the EventGraph editor.
Example in .h file:
UCLASS()
class SOMEGAME_API APickup : public AActor
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintNativeEvent)
void OnPickedUp();
};
In the .cpp file:
void APickup::OnPickedUp_Implementation()
{
// … do whatever.
}
This all compiles just fine, but when I close the UE4 editor and reopen it, then create a new Blueprint derived from this class, everything works fine but if I right click and try to AddEvent looking for OnPickedUp event, nothing is there…ever.
I have also turned off Context Sensitive in the editor and all the usual suspects, it’s just not there but by all accounts it should be.
I’ve also tried it with BlueprintImplementableEvent (and of course didn’t implement a C++ function body for that) and that also does NOT show up in the EventGraph.
Any functions I do from Blueprint to C++ direction though, like UFUNCTIONS that are BlueprintCallable show up just fine in the Context Menu when I right click. I seem to only be having this issue going from C++ to Blueprint direction.
Any ideas, or anyone else having this issue?
I’m on UE4 4.6.1 and Mac OS X 10.1