# Create Async Blueprint Node in C++?

**URL:** <https://forums.unrealengine.com/t/create-async-blueprint-node-in-c/363272>\
**Category:** Blueprint\
**Tags:** unreal-engine, Scripting, question\
**Created:** [July 7, 2016, 5:52pm UTC](https://forums.unrealengine.com/t/create-async-blueprint-node-in-c/363272 "2016-07-07T17:52:37Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![anonymous\_user\_f287f87d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f287f87d](https://forums.unrealengine.com/u/anonymous_user_f287f87d)\
**Post date:** [July 7, 2016, 5:52pm UTC](https://forums.unrealengine.com/t/create-async-blueprint-node-in-c/363272/1 "2016-07-07T17:52:37Z")

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Hi UE4 community ,

I want to **implement some SDK** in my game and for that I need to have a Blueprint Node which have **two exec pins** as **onFailure** and **onSuccess** somthing like this.

 ![97538-async+bp+node.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/d/f/edfe47d7ec66d5b1e1fb13761dd5cd6dabe4c88f.jpeg)

**The most important thing here is the clock or timer icon on the node(its for async task).  
How do I do it to get a clock icon on a BP node.**

I have source build of UE4 and checked the source code also but I failed to crack it.  
If somebody knows how to achieve it please help me.

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**Author:** ![haisong](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@haisong](https://forums.unrealengine.com/u/haisong)\
**Post date:** [May 5, 2017, 6:51am UTC](https://forums.unrealengine.com/t/create-async-blueprint-node-in-c/363272/2 "2017-05-05T06:51:27Z")

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take a look at Engine\Plugins\Online\OnlineSubsystemUtils\Source\OnlineSubsystemUtils\Classes\ShowLoginUICallbackProxy.h

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**Author:** ![b617](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@b617](https://forums.unrealengine.com/u/b617)\
**Post date:** [January 11, 2018, 11:07pm UTC](https://forums.unrealengine.com/t/create-async-blueprint-node-in-c/363272/3 "2018-01-11T23:07:16Z")

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I’ve written a little tutorial on this topic

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**Author:** ![anonymous\_user\_9ec32a59](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9ec32a59](https://forums.unrealengine.com/u/anonymous_user_9ec32a59)\
**Post date:** [January 16, 2018, 5:12pm UTC](https://forums.unrealengine.com/t/create-async-blueprint-node-in-c/363272/4 "2018-01-16T17:12:55Z")

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Sadly, this doesn’t work in my case. Just to try it out, I followed your tutorial and copy + pasted your final code for the `DelayOneFrame` node. While compiling, I always get the error `Unrecognized type FMyAsyncTaskOutputPin - type must be a UCLASS, USTRUCT, or UENUM`.

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**Author:** ![b617](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@b617](https://forums.unrealengine.com/u/b617)\
**Post date:** [January 23, 2018, 7:01pm UTC](https://forums.unrealengine.com/t/create-async-blueprint-node-in-c/363272/5 "2018-01-23T19:01:43Z")

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I don’t see any code there containing **FMyAsyncTaskOutputPin**. Are you sure you copied the correct code?

In case it’s not just a typo:  
This kind of error is common when working with delegates in UE4. Usually either executing a full rebuild on your project (Build → Rebuild in Visual Studio) or temporarily deleting/commenting out all the code referencing said type (delegate variable declaration and it’s usage) solves it.
