You sure you know how to use CustomThunk? Since you did not provide the Important parts I assume no
Remove everything in your UFUNCTION except BlueprintCallable and Category=“XYZBPLibrary”
You sure you know how to use CustomThunk? Since you did not provide the Important parts I assume no
Remove everything in your UFUNCTION except BlueprintCallable and Category=“XYZBPLibrary”
Hi,
I am a newbie in blueprint scripting. Here’s a small function I have written in C++ in custom class which is extension of usual BlueprintsFunctionLibrary.
It however doesn’t show up in Blueprints Editor. I see there are tons of questions in Google related to that and I have tried out a few solutions mentioned there such as -
I am still digging through answers and trying to find a logical reason for this. However I am stuck for few days now and any help is greatly appreciated.
Thanks in advance…!
.h file :-
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "MatrixUpdate.generated.h"
UCLASS()
class UMatrixUpdate : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, CustomThunk, meta=(DisplayName = "Matrixupdate", CompactNodeTitle = "MATRIXUPDATE", ArrayParm="TargetArray"), Category="XYZBPLibrary")
static void MartixUpdateOnInputStrokes(const TArray<int32>& InArray, int32 Command);
}
.cpp file head :-
// Fill out your copyright notice in the Description page of Project Settings.
#include "KismetArrayLibrary.h"
#include "MatrixUpdate.h"
void MatrixUpdate::MatrixUpdateOnKeystrokes(
const TArray<int32>& InArray,
int32 command
){
...
...
...
}
,
Thanks for your suggestion. I actually kept it the way you mentioned. (Tried it once more). That doesn’t seem to make any difference…
Yes, I am still learning very much.
Uhm well at this point I just have to Ask: Did you Compile your C++ Code? I dont see anything wrong there.
They are pretty straight forward.