It’s actually pretty easy. In you VS game project you can create something like :
#pragma once
#include "YourGameBlueprintLibrary.generated.h"
UCLASS()
class YOURGAME_API UYourGameBlueprintLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, meta = (FriendlyName = "Hello World!!", Keywords = "String Hello World"), Category = Game)
static FString HelloWorld(FString String = FString("Hello!"));
};
#include "YourGame.h"
#include "YourGameBlueprintLibrary.h"
UYourGameBlueprintLibrary::UYourGameBlueprintLibrary(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FString UYourGameBlueprintLibrary::HelloWorld(FString String)
{
return String;
}