Since the engine does not have any direct support for joysticks, I wrote a plugin that can access joysticks via SDL library. As usual, the plugin is inherited from IModuleInterface and I have an object inherited from UObject. I want to access the functions of the plugin, but I can’t. However, I can add the object inherited from UObject in the blueprints and call its functions. How can I enable plugin functions in blueprints ?
How about creating a blueprint function library (BFL)? Functions that you put in BFL are usually static and can appear as nodes in any BP. It usually goes like this:
header:
#pragma once
#include "Engine.h"
#include "TestBPLibrary.generated.h"
UCLASS()
class UTestBPLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, Category = "Testing")
static float TestSampleFunction(float Param);
};