I have created a UINTERFACE in c++ so I can cast to it in blueprints and call functions on it unfortunately the functions do not appear in blueprints.
They do appear when editing the objects that implements it however when casting to the interface and dragging off the pin, the functions do not appear.
Anybody know what is wrong or could it be this feature has simply not been implemented and I would have to make static wrapper functions that take the interface as parameter just to make it work?
You need to define the BlueprintCallable bit in the interface. After casting to the interface, the editor doesn’t know about your derived implementation (because it could be any class that implements the interface.)
I have not used the ImplementableNativeEvent a whole lot and in those cases it has just been to so that it was possible to overwrite in blueprint but not that I actually did so. I did not know you needed BlueprintCallable as well.
The only reason why I added it to the class was because I saw it in an example:P