# Calling a function from c++ class in blueprints

**URL:** <https://forums.unrealengine.com/t/calling-a-function-from-c-class-in-blueprints/302231>\
**Category:** Blueprint\
**Tags:** unreal-engine, functions, CPP, Blueprint, question\
**Created:** [December 22, 2014, 9:13am UTC](https://forums.unrealengine.com/t/calling-a-function-from-c-class-in-blueprints/302231 "2014-12-22T09:13:30Z")\
**Posts on this page:** 1\
**Showing post:** 10

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**Author:** ![zompi2](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zompi2/32/937524_2.png) [@zompi2](https://forums.unrealengine.com/u/zompi2)\
**Post date:** [December 22, 2014, 10:06am UTC](https://forums.unrealengine.com/t/calling-a-function-from-c-class-in-blueprints/302231/10 "2014-12-22T10:06:41Z")

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Like eXi wrote it below: I’m not sure if this is mandatory but it is convenient when classes and functions are in the same Category.

Also, do you create/spawn MyClass instance somewhere? It is possible that the MyClass node is referencing to nothing? If it is UObject you might want to look at this:

> **[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...

If this is Actor you need to spawn it somewhere.

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