Cant figure out where these functions come from


not sure if this is specific to UE5 or not. After weeks of not doing any programming I am trying to continue an online course by replacing blueprint functions with C++ functions. Please have a look at the following screenshot:

You can see there is a blueprint function “IsQuestComplete” but it does not show up in the function list on the left. It is also not defined in the C++ baseclass QuestManager.h (see below for reference)

You can see in the other tabs that there are more functions like that, that exist and are referenced in the event graph, but that don’t show up on the left side under functions.

Where do they come from? I need to delete the blueprint definitions since I want to implement them in C++ instead. I guess I miss something obvious but since I did not work with Unreal in a while I just can’t figure it out.

Thanks in advance.

class BLUEPRINTSTOCPP_API AQuestManager : public AActor
	// Sets default values for this actor's properties

	UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
	void CompleteQuest(FName QuestId, bool CompleteWholeQuest);

	FQuestInfo GetQuest(FName Name) const;

	UFUNCTION(BlueprintPure, BlueprintCallable)
	bool IsActiveQuest(FName QuestId) const;

	UPROPERTY(BlueprintAssignable, BlueprintCallable)
	FCompletedQuestSignature CompletedQuest;

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	UFUNCTION(BlueprintPure, BlueprintImplementableEvent)
	int32 GetQuestIndex(FName QuestId) const;

	UFUNCTION(BlueprintPure, BlueprintCallable)
	bool IsActiveIndex(int32 Index) const;

	// Called every frame
	virtual void Tick(float DeltaTime) override;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TArray<FQuestInfo> QuestList;

Alright they were hidden under the “Public” branch in the functions tree. Since there was a function listed there I somehow missed that it was not extended. Sorry ~.~