I tried that, unfortuantely doesn’t work. Here’s what I have in the SomeActor.h
Now the SomeActor.cpp
GEngine->AddOnScreenDebugMessage(-1, 1000, FColor::Blue, FString::Printf(TEXT("It Works!")));
This is what I want to be called.
I created a Blueprint out of my C++ Class. Here’s what I have in the widget blueprint:
Inside my Blueprint of SomeActor I made a reference (to the blueprint actor) to be passed along to the Widget Blueprint:
However, OnClicked doesn’t call the SomePrintFunction. Perhaps someone can chime in the proper way to do this? I’m stuck and this is an important feature My guess it’s not getting the reference. What should I do? Thanks!