Don't See My C++ Blueprint Node in the Editor

I’m trying to create a custom blueprint node that will handle REST API actions, like a blueprint version of the curl command.

From the editor, I selected to make a C++ class, inheriting from UBlueprintAsyncActionBase. I implemented my class and got it to compile. The class has a static function that returns an instance:

	UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", AutoCreateRefTerm = "headers"), Category = "HTTP")
		static UHttpRestNode* RESTAction(
			FText url,
			TMap<FString, FString> const& headers,
			ERestOp Action = ERestOp::GET);

I expected to the blueprint editor right-click menu to have a category “HTTP” that would allow me to create a node, RESTAction, but I don’t.

I’ve restarted the editor, as well as clearing the Intermediate and .vs directories and rebuilding the project solution. Still don’t see my custom blueprint node.

All the tutorials I’ve found seem to assume you’re creating a custom blueprint function, not a custom blueprint node.

Edit: Additional Info

I don’t see a “Compile” Button in the editor.

Unreal generates C++ headers and footers for any class I create using the editor, but they don’t show up in the Content browser.

UE4 function specifiers reference

BlueprintInternalUseOnly

This function is an internal implementation detail, used to implement another function or node. It is never directly exposed in a Blueprint graph.

ie. when this meta is present, graph node is not generated, even if BlueprintCallable.

1 Like

Thanks.
I changed BlueprintInternalUseOnly to false, then removed it completely. Still didn’t see the RESTAction option in the blueprint editor for either.

Still haven’t solved the problem, but I think it’s because I’ve got two versions of Visual Studio 2019, Professional and Enterprise. The trial license on Enterprise has expired, but that’s what Unreal wants to use, according to the build logs.

I’m now trying change which version of MSVS Unreal uses.