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Really nooby question

I’m just starting to look into using C++ to add to my blueprint function library, and my very first node I wish to add is one to clear debug text from the screen using ClearOnScreeNDebugMessages().

I added these two code snips to my MyBlueprintFunctionLibrary.cpp and MyBlueprintFunctionLibrary.h files. The node showed up in my blueprint library, but it comes with a self pin. I’m really not quite sure what to connect to it. Does anyone know what I should connect here, based off the C++ code?



// Fill out your copyright notice in the Description page of Project Settings.

#include "RaptorDemo.h"
#include "MyBlueprintFunctionLibrary.h"

// Clears screen of debug text.
void UMyBlueprintFunctionLibrary::ClearOnScreenDebugMessages()
{
	GEngine->ClearOnScreenDebugMessages();
}




// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

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

/**
 * 
 */
UCLASS()
class RAPTORDEMO_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()
		// Clears screen of all debug text.
		UFUNCTION(BlueprintCallable, Category = "Utilities|String")
		virtual void ClearOnScreenDebugMessages();
	
	
};


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BlueprintFunctionLibrary functions need to be static :slight_smile:

Ah ok I was able to fix it by adding ‘public:’ after GENERATED_BODY()

THanks!