I have created and compiled a custom actor with a native event. I can add the event to my blueprint graph but I am unable to actually fire the event. Obviously this is not the real code from my project but I built a super simple example project just to try and isolate my problem.
/* MyActor.h *.
UCLASS()
class AMyActor : public AActor
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintNativeEvent)
void Foo ();
UFUNCTION(BlueprintNativeEvent)
void FooOneParam (float MyFloat);
};
/* MyActor.cpp */
AMyActor::AMyActor(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void AMyActor::Foo_Implementation()
{
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, FString(TEXT("Foo")));
}
}
void AMyActor::FooOneParam_Implementation(float MyFloat)
{
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, FString::SanitizeFloat(MyFloat));
}
}
How do I actually fire the foo event? I tried adding calling it from my class blueprint and I also tried from the level event. I can call other custom event on this same blueprint but there is no node in the list that I can use to call blueprint native events.