Initially I created BlueprintImplementableEvent function with signature as show below.
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "SpawnFloorBlock"), Category = "FloorBlock") AFloorBlock * SpawnFloorBlock(const FVector pPosition);
Where AFloorBlock is a class that inherits AActor.
Now I want to make this function following better programming standards so I changed the signature to
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "SpawnFloorBlock"), Category = "FloorBlock") const AFloorBlock * SpawnFloorBlock(const FVector &pPosition);
Compile the project gives the following error.
Does this mean that BlueprintImplementableEvent can never return a const pointer?
I’m very new to unreal and using blueprint make its easy for me to learn unreal, but this is limiting me from creating better codes. I do prefer to write entire code in C++ without using blueprints but with my current knowledge it seems like a impossible task.
Or is there a way of doing this and I just don’t know it yet?
EDIT: I’m able to open the generated.cpp and change the signature there and when I compile it works. But when I close the unreal and open it again the function signature in generated.cpp changes back to returning non const pointer