I have a function which is decorated with BlueprintCallable macro. I call the function inside of a class called PickupItem.cpp like this:
UInventoryHUD* inventoryHUD = nullptr; inventoryHUD->addSlot(ItemName);
The UInventoryHUD contains the function addSlot, the addSlot function accepts the name of an item and returns the name. Inside of blueprints, this is what I have:
It just sets the name of the item returned to the TextBox’s text. The problem is that the blueprint function never executes. I know it executes if I have say a button clicked event, but not without an event.
So I know I need an event for the function to be executed, but how would I would I call that event from C++ and have the function pick it up?