# C++ Function Not Visible In Blueprints Editor,CPP Function Not Showing Up In Blueprint Editor

**URL:** <https://forums.unrealengine.com/t/c-function-not-visible-in-blueprints-editor-cpp-function-not-showing-up-in-blueprint-editor/399309>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [June 27, 2017, 1:19pm UTC](https://forums.unrealengine.com/t/c-function-not-visible-in-blueprints-editor-cpp-function-not-showing-up-in-blueprint-editor/399309 "2017-06-27T13:19:12Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_cd0b6ade](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cd0b6ade](https://forums.unrealengine.com/u/anonymous_user_cd0b6ade)\
**Post date:** [June 27, 2017, 1:19pm UTC](https://forums.unrealengine.com/t/c-function-not-visible-in-blueprints-editor-cpp-function-not-showing-up-in-blueprint-editor/399309/1 "2017-06-27T13:19:12Z")

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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 -

1. Close the editor and reopen.
2. Make sure UFUNCTION() and GENERATED\_UBODY\_CLASS()
3. I looked inside example code of KismetArrayLibrary (.h and .cpp files) and made sure that that it maintains syntax similar to that library.

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
){

...
...
...
}

```

,

---

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**Author:** ![Nachtmahr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nachtmahr](https://forums.unrealengine.com/u/Nachtmahr)\
**Post date:** [June 27, 2017, 2:53pm UTC](https://forums.unrealengine.com/t/c-function-not-visible-in-blueprints-editor-cpp-function-not-showing-up-in-blueprint-editor/399309/2 "2017-06-27T14:53:37Z")

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You sure you know how to use CustomThunk? Since you did not provide the Important parts I assume no 😜

[https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Functions/Specifiers/CustomThunk/](https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Functions/Specifiers/CustomThunk/)

Remove everything in your UFUNCTION except BlueprintCallable and Category=“XYZBPLibrary”

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_cd0b6ade](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_cd0b6ade](https://forums.unrealengine.com/u/anonymous_user_cd0b6ade)\
**Post date:** [June 27, 2017, 9:48pm UTC](https://forums.unrealengine.com/t/c-function-not-visible-in-blueprints-editor-cpp-function-not-showing-up-in-blueprint-editor/399309/3 "2017-06-27T21:48:36Z")

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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.

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<div class="post-metadata">

**Author:** ![Nachtmahr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nachtmahr](https://forums.unrealengine.com/u/Nachtmahr)\
**Post date:** [June 28, 2017, 11:21am UTC](https://forums.unrealengine.com/t/c-function-not-visible-in-blueprints-editor-cpp-function-not-showing-up-in-blueprint-editor/399309/4 "2017-06-28T11:21:41Z")

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Uhm well at this point I just have to Ask: Did you Compile your C++ Code? I dont see anything wrong there.

> **[Blueprint Function Libraries](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/BlueprintFunctionLibraries/)**
>
> Information about Blueprint Function Libraries for C++ in Unreal Engine.

> **[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...

They are pretty straight forward.
