My plugin needs a reference to my BP library?

Hi, i am making a health system but my node for some reason has a target input which wants me to reference to my BP library.

My code:
// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include "Kismet/BlueprintFunctionLibrary.h"
#include "HealthSystemPluginBPLibrary.generated.h"

/* 
*	Function library class.
*	Each function in it is expected to be static and represents blueprint node that can be called in any blueprint.
*
*	When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.
*	BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.
*	BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.
*	DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.
*				Its lets you name the node using characters not allowed in C++ function names.
*	CompactNodeTitle - the word(s) that appear on the node.
*	Keywords -	the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu. 
*				Good example is "Print String" node which you can find also by using keyword "log".
*	Category -	the category your node will be under in the Blueprint drop-down menu.
*
*	For more info on custom blueprint nodes visit documentation:
*	https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
*/
UCLASS()
class UHealthSystemPluginBPLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_UCLASS_BODY()

	UFUNCTION(BlueprintCallable, meta = (DisplayName = "Change Health", Keywords = "HealthSystem"), Category = "HealthSystemPlugin")
	void HealthSystemPluginHealthMod(const float HealthModifier, const float Health, float &FinalHealth, bool &IsDead);
};
//HealthSystemPluginDeadCheck

// Copyright Epic Games, Inc. All Rights Reserved.

#include "HealthSystemPluginBPLibrary.h"
#include "HealthSystemPlugin.h"


UHealthSystemPluginBPLibrary::UHealthSystemPluginBPLibrary(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{

}


void UHealthSystemPluginBPLibrary::HealthSystemPluginHealthMod(const float HealthModifier, const float Health, float &FinalHealth, bool &IsDead)
{
	bool Dead = false;
	//FinalHealth = Health - HealthModifier;
	GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Yellow, TEXT("Helth"));
	
	FinalHealth = Health + HealthModifier;
	if (FinalHealth <= 0.0) {
		Dead = true;
		FinalHealth = 0;
	}
	if (FinalHealth >= Health) {
		FinalHealth = Health
	}
	IsDead = Dead;
	
	//return true;
	
}

If you want to remove your Target pin, make your function static in your header :slight_smile:

static void HealthSystemPluginHealthMod(const
float HealthModifier, const float
Health, float &FinalHealth, bool
&IsDead);