Interface problem in 4.16

Okay, I finally got it to working, thank you so much for your help Iceey!

I managed to used the UnrealInterface class, here is what I had to change based on my original post, if anyone is interested.

MyInterface.h



#include "CoreMinimal.h"
#include "MyInterface.generated.h"

// This class does not need to be modified.
UINTERFACE(MinimalAPI)
class UMyInterface : public UInterface
{
	GENERATED_BODY()
};


class INTERFACETEST_API IMyInterface
{
	GENERATED_BODY()

	// Add interface functions to this class. This is the class that will be inherited to implement this interface.
public:
	
        UFUNCTION(BlueprintNativeEvent)
	void RunInterfaceTEST();
};


MyTargetActor.h



#include "MyInterface.h"
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "TargetActor.generated.h"

UCLASS()
class INTERFACETEST_API ATargetActor : public AActor, public IMyInterface
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ATargetActor();

	virtual void RunInterfaceTEST_Implementation();
};


The weird thing is that the IMyInterface::Execute_ method was crashing the game, so I had to use my original solution.

That was it, I never did, and would have thought about using _Implementation in the .h declaration, so thank you so much again, Iceey!