I’m following this;
Jeff Farris’s answer, in order to send a FHitEvent to blueprints from C++. I’m passing by reference to avoid exposing a pointer.
UFUNCTION(BlueprintImplementableEvent, Category = "MyStuff") void OnCameraTrace(struct FHitResult& RV_Hit);
However, it compiles, but is not accessible in blueprints. It simply doesnt appear in the editor. Has something changed in the engine since that answer was posted?