# Run blueprint node when C++ function finishes

**URL:** <https://forums.unrealengine.com/t/run-blueprint-node-when-c-function-finishes/284731>\
**Category:** Blueprint\
**Tags:** unreal-engine, CPP, Blueprint, question\
**Created:** [June 1, 2014, 5:27pm UTC](https://forums.unrealengine.com/t/run-blueprint-node-when-c-function-finishes/284731 "2014-06-01T17:27:08Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![Chrisvj11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Chrisvj11](https://forums.unrealengine.com/u/Chrisvj11)\
**Post date:** [June 1, 2014, 5:27pm UTC](https://forums.unrealengine.com/t/run-blueprint-node-when-c-function-finishes/284731/1 "2014-06-01T17:27:08Z")

</div>

I have a function in C++ that is not started from within a blueprint. How would I set it up so that when that function finishes, it starts a blueprint node?

---

<div class="post-metadata">

**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [June 1, 2014, 5:57pm UTC](https://forums.unrealengine.com/t/run-blueprint-node-when-c-function-finishes/284731/2 "2014-06-01T17:57:15Z")

</div>

#BlueprintImplementable Event

This is essentially a BP node that will activate when you tell it to, from the C++ !

write the event header in C++, in the .h

call it in the C++ at the end of your c++ function in the .cpp

implement the event in BP !

#Wiki Tutorial

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

🙂
