Not a bug in the most specific sense but this should IMO be in the engine:
When you drag an event from the MyBlueprint tab (an event inherited from an interface - not sure if there is any other situation where this occurs) into the graph, what happens is:
- you get an error saying that the event isn’t BlueprintCallable
this is confusing even to someone who has knowledge of Unreal but not of its code - because without working with code it’s unlikely the user will know what BlueprintCallable means and what that involves.
instead, IMO what should happen would be:
- a context menu appears and asks you to choose if you want to implement the event or to call it
here is a discussion where I wrote about this in context: