I’ve tried to add C++ functions to a VR project without success. I can compile the code without errors, but the functions never show up in the blueprint editor.
I followed the example of this tutorial It works for first-person projects, but not in my VR project.
I’ve also tried added C++ derived from Character, Actor, and BlueprintAsyncActionBase. None of them ever show up. I see them in the Visual Studio solution, but not in the Unreal editor.
Edit: this is an expansion of this previous question.
Thanks. I tried that, and had to rebuild the Visual Studio solution, which I did with UnrealVersionSelector.exe /projectfiles
. Still didn’t see my C++ stuff in the blueprint editor. I don’t see the C++ stuff in the content browser either.
Yeah, here’s the header file:
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "TestFunctions.generated.h"
and here’s the .cpp file:
/**
*
*/
UCLASS()
class EC130_API UTestFunctions : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
static FString HelloWorld();
};
#include "TestFunctions.h"
FString UTestFunctions::HelloWorld()
{
return FString("Hello World");
}
I clearly don’t know how to format code in my comments, either.
edit: for multi-line code blocks, start each line w/ <TAB>
or 4 spaces
And your functions are marked with UFUNCTION() Macro? And does the UFUNCTION() Macro work for actor component functions? Note that your functions in a library have to be static functions.
I’m using 4.25.0.
I added the Category, and still don’t see C++ function.
Press the 1010011 code sample button to format code. Try adding a category to the UFUNCTION. It should show up when you search the category. Additionally, what Ue4 version are you on? It seems you are gong things correctly. I am unsure why your function isn’t showing up.
Don’t want to answer my own question, but the answer is here. What I had to do was to add my project as a module in the .uproject file.