# How to make C++ interface's functions callable in blueprints

**URL:** <https://forums.unrealengine.com/t/how-to-make-c-interfaces-functions-callable-in-blueprints/1103>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [March 27, 2014, 5:09am UTC](https://forums.unrealengine.com/t/how-to-make-c-interfaces-functions-callable-in-blueprints/1103 "2014-03-27T05:09:59Z")\
**Posts on this page:** 6\
**Page:** 1

<div class="post-metadata">

**Author:** ![jasielmacedo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jasielmacedo](https://forums.unrealengine.com/u/jasielmacedo)\
**Post date:** [March 27, 2014, 5:09am UTC](https://forums.unrealengine.com/t/how-to-make-c-interfaces-functions-callable-in-blueprints/1103/1 "2014-03-27T05:09:59Z")

</div>

Hi Guys

How to make C++ interface’s functions callable in blueprints? This is possible?

I searched a lot for this and found nothing

In blueprint system i can create blueprint interface, create some function and associate this blueprint interface in others blueprints and create interactions for that function.

Also i can create in c++ some interface with some function and create some actor with this interface and override that function for increase my interaction like blueprints.

But if i create my interface in c++ and create a blueprint and associate this interface, how i need to do in code for my function to be visible

My Interface code:

#pragma once  
#include “InteractActor.generated.h”

/\*\*  
\*  
\*/  
UINTERFACE(MinimalAPI)  
class UInteractActor : public UInterface  
{  
GENERATED\_UINTERFACE\_BODY()  
};

class IInteractActor  
{  
GENERATED\_IINTERFACE\_BODY()

```
virtual void OnInteract(AController *other);

```

};

any help is very useful 🙂

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [March 27, 2014, 5:37am UTC](https://forums.unrealengine.com/t/how-to-make-c-interfaces-functions-callable-in-blueprints/1103/2 "2014-03-27T05:37:10Z")

</div>

I believe you need to actually implement your interface in a C++ class, via multiple inheritence

**as per my tutorial here:**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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...

THEN in that class you can specify BlueprintImplementable Functions

**as per my tutorial here:**

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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...

Rama

---

<div class="post-metadata">

**Author:** ![jasielmacedo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jasielmacedo](https://forums.unrealengine.com/u/jasielmacedo)\
**Post date:** [March 27, 2014, 6:11am UTC](https://forums.unrealengine.com/t/how-to-make-c-interfaces-functions-callable-in-blueprints/1103/3 "2014-03-27T06:11:55Z")

</div>

Thank you very much Rama, you are genius…

Works perfecly for me

🙂

---

<div class="post-metadata">

**Author:** ![Solid\_Snake](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Solid\_Snake](https://forums.unrealengine.com/u/Solid_Snake)\
**Post date:** [March 27, 2014, 6:11am UTC](https://forums.unrealengine.com/t/how-to-make-c-interfaces-functions-callable-in-blueprints/1103/4 "2014-03-27T06:11:57Z")

</div>

In general, the need to actually use interfaces is dropped.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_e92bf138](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e92bf138](https://forums.unrealengine.com/u/anonymous_user_e92bf138)\
**Post date:** [January 10, 2015, 6:12am UTC](https://forums.unrealengine.com/t/how-to-make-c-interfaces-functions-callable-in-blueprints/1103/5 "2015-01-10T06:12:52Z")

</div>

What’s the solution?

hey, I had the same problem. what’s the solution? How to modify the ur code ?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_4b3639a6](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_4b3639a6](https://forums.unrealengine.com/u/anonymous_user_4b3639a6)\
**Post date:** [May 22, 2016, 2:01pm UTC](https://forums.unrealengine.com/t/how-to-make-c-interfaces-functions-callable-in-blueprints/1103/6 "2016-05-22T14:01:26Z")

</div>

Hey jasielmacedo. I made a little Tutorial about how to use C++ Interface in Blueprint and C++.  
I also managed to process these functions through C++ Code (a nice method which I unfortunately have not seen before).  
Also gratitudes to Rama who indirectly helped me with his Tutorials about Interfaces 🙂
