# C++ / Blueprint interaction

**URL:** <https://forums.unrealengine.com/t/c-blueprint-interaction/84944>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [February 10, 2017, 3:33pm UTC](https://forums.unrealengine.com/t/c-blueprint-interaction/84944 "2017-02-10T15:33:54Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![BrUnO\_XaVIeR](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bruno_xavier/32/1110230_2.png) [@BrUnO\_XaVIeR](https://forums.unrealengine.com/u/BrUnO_XaVIeR)\
**Post date:** [February 10, 2017, 9:07pm UTC](https://forums.unrealengine.com/t/c-blueprint-interaction/84944/6 "2017-02-10T21:07:01Z")

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Interfaces are safe and easy to use:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

I would just shoot an interface event and let the whatever Blueprint change it’s own parameters when the interface call is received.

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_[View the full topic](https://forums.unrealengine.com/t/c-blueprint-interaction/84944)._
