# How to access non-static members in a Blueprint Function Library class?

**URL:** <https://forums.unrealengine.com/t/how-to-access-non-static-members-in-a-blueprint-function-library-class/462359>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [March 11, 2020, 5:07pm UTC](https://forums.unrealengine.com/t/how-to-access-non-static-members-in-a-blueprint-function-library-class/462359 "2020-03-11T17:07:25Z")\
**Posts on this page:** 1\
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**Author:** ![Doctor\_Kannon](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/doctor_kannon/32/1130101_2.png) [@Doctor\_Kannon](https://forums.unrealengine.com/u/Doctor_Kannon)\
**Post date:** [March 11, 2020, 5:49pm UTC](https://forums.unrealengine.com/t/how-to-access-non-static-members-in-a-blueprint-function-library-class/462359/2 "2020-03-11T17:49:50Z")

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I would assume the non-static Fns could call the static Fns, but not vice-versa.

This might help.

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>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Haven’t tried **call()** in UE4. Not sure if it’s possible.

> <https://stackoverflow.com/questions/13331447/static-function-call-non-static-function-in-c>

Function Libraries are generally useful, and help organize code/BPs, but they do have some restrictions.

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