Problem with BlueprintNativeEvent

Hi everyone
I have a problem, I have declared a function as BlueprintNativeEvent


I made a base implementation in c++

I override it in a child class

Then I call it from another method, the class passed as parameter is the Blueprint child object class

But in result i have no logs, not even the base method is called.
Thx for your time in advance.

Okay i solved it, The event was not fired because i was calling it from the editor and Unreal prevent scripts functions to be executed if the game is not running apparently.
To allow executing blueprint script functions from the editor you need to surround your call by an FEditorScriptExecutionGuard like this


for more information I have found this: