C++ Blueprint Event

How do you make an Event for a blueprint that’s callable from it’s C++ class?

Found the answer to this, there is a Keyword Specifier to add to the UFUNCTION declaration, and then you do not implement the function body definition in C++.

It is then found in the Event Graph. Here’s an example

/** Blueprint event so a fade can be applied before setting hidden */
UFUNCTION( BlueprintImplementableEvent, Category=LaserPointer)
void NotifySetHidden();

Thanks for sharing Michael!

I did not know about this :slight_smile:

Rama