BlueprintNativeEvent isn't working

Hi

I don’t know what i did wrong and everything I tried didn’t worked.

Maybe you could find my mistake.

this in the .h file

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = Interaction)
	virtual void OnInteract(AActor* Caller);

and this in the .cpp file

void AInteractableActor::OnInteract_Implementation(AActor* Caller)
{
	GEngine->AddOnScreenDebugMessage(1, 5.f, FColor::Black,"hi");
}

The _Imeplementation version of the function from BlueprintNativeEvent, won’t be executed if you override that node in blueprint. You should check if that’s the case.

If it’s not the issue, you should see exactly how your .h and .cpp files look like because i’m not sure if you missed smth there or not. You don’t have to show whole files, but just this event related stuff with clear sparation between .h and .cpp.

Note that you need to override the _Implementation function in other classes like you would normaly do virtual function

I corected the anwser and ther can’t be anything wrong in the bluprint because I cant even compile my project but when I delet the function then it compiles so the function is the proplem.
And thanks for trying to help me

Thes are the errors I get in VS 2015

Thanks but this the only class where I use the function.

I finaly solved my problem I just deletet the virtual befor my function in the .h file.

UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = Interaction)
void OnInteract(AActor* Caller);

and in the . cpp file I left every thing like it was.

I’m sorry that I asked this you estion and sole your time.

I cann overide the function with blueprints but I don’t know how to overide It in c++ so I am not shure f that works