I am able to view the function fine in the blueprint I am using it in, however, the code body of the function in C++ itself is not running or being used at all. Example:
With MoveForward and MoveBack defined and written in C++, but in still only seems to use the blueprint coding for how things move and is completely ignoring all my C++. I’m really not sure why blueprint is responding this way (as I’m new to UE4.)
I don’t think I was spawning the right cpp file as what I wanted for my character. Now I have to go back and rebuild it with a camera and various things in C++ (Unless I can figure out how to load up a blueprint into how I fixed it, which was: DefaultPawnClass = ATheCharacter::StaticClass()
I wanted to load up the blueprint of the pawn from the C++, so I could have access and manipulate the blueprint in the editor and make use of some of it’s features, while still having full access to c++ (which I’m a longtime codemonkey) as I prefer to write rather than visualize with boxes.
At this point I just now need to figure out how to tie my custom h/cpp ‘ATheCharacter’ in with a blueprint, and I’m all set.