[4.4] BlueprintPure nodes created in C++ cannot be called in AnimGraph

Dear Friends at Epic,

So I made a C++ BP node as follows

/** Set this AI's target! Should only be called on the server! */
	UFUNCTION(BlueprintPure, Category="Evolver Targeting")
	bool AI_TargetIsStructure();

When I go to anim graph and use try get pawn owner, the above node does not show up!

#What Works

If I change it from Pure to Callable it shows up!

/** Set this AI's target! Should only be called on the server! */
	UFUNCTION(BlueprintCallable, Category="Evolver Targeting")
	bool AI_TargetIsStructure();

#Pic

This is pic of what I am trying to do where the BP Pure does not show up

I am using Try Get Pawn owner int he Anim Graph off of an Anim Notify event.

#Ideas?

Any idea why BP Pure is not working in the AnimGraph off of try get pawn owner?!

Same here. Using UFUNCTION(BlueprintPure) doesn’t seem to make the function callable from a Blueprint graph. I’ve never tried this before so I’m not sure if it’s a bug or I’m missing something.
From the BlueprintPure reference: “The function does not affect the owning object in any way and can be executed in a Blueprint or Level Blueprint graph.”

I haven’t try 4.4 yet not sure this help, with all my BlueprintPure in Animation Blueprint i always put function return as void.

UFUNCTION(BlueprintCallable, BlueprintPure, Category="Evolver Targeting")
void AI_TargetIsStructure(bool& Out);

Nice to hear from you Pablo!

Thanks for the input Duncan! Your answer will surely help Epic to address this,

Epic I would like to know if it is expected behavior that only void return value blueprint pure show up in the Anim BP?

Hey -

I just wanted to check if this was still occurring for you? If so could you check to see if it occurs in 4.6 as well?

Cheers

#For You

Just for you , I made a C++ BP pure node in my Anim Instance class, and… now it works as of 4.6!

Thanks for checking in !