Are not the input and output parameters supposed to show up in the Blueprint Graph Editor if I declare a BlueprintNativeEvent like so? For me, the event does show up, but I never see any pins no matter how I change the C++ code. I see only the Event node with an Exec pin and that is all. I’ve closed the UE4 editor and restarted it, clean compile, tried creating a totally new blueprint derived from my test pickup class, but there is no change.
If I just create the event in the blueprint editor, I can of course add inputs to the event and it’s fine. This problem I’m experiencing is that the editor seems to not be picking up my C++ parameters from code.
Am I missing something?
Here’s the simple test code in question (just to see what pins show up on the event node in the graph editor):
**
*
*/
UCLASS()
class SOMEGAME_API APickup : public AActor
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintNativeEvent)
int32 OnPickedUp(int32 PickupIndex);
APickup(const FObjectInitializer& ObjectInitializer);
};
int32 APickup::OnPickedUp_Implementation(int32 PickupIndex)
{
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("OnPickedUp Event"));
}
return 0;
}