Problems exposing C++ functions to Blueprints

Yes, i did the check:



// Called when the game starts
void UMappingsHelper::InitializeComponent()
{
	Super::InitializeComponent();

	// ...

    actions = 0;
    actionNames = TArray<FName>();

    **if (GetOwner()->InputComponent != NULL)**
    {
        /*actions = GetOwner()->InputComponent->GetNumActionBindings();

        if (actions > 0)
        {
            for (int32 a = 0; a < actions; a++)
            {
                actionNames.Add(GetOwner()->InputComponent->GetActionBinding(a).ActionName);
            }
        }*/
    }
}


I’ll try compiling with DebugEditor.

See ya!