Call Blueprint function from C++ and get the return value

I am well aware that you can store function pointers in C++. However, to my understanding is that you cannot use function pointers with unreal engines reflection system.

I have been looking through the source code at things like FStrProperty, references to FProperties and so forth. The only thing I haven’t looked through the source code for is references to ProcessEvent. I will have a look tonight.

Surely you’d be able to get the return value from a blueprint function.