[UE4] How to call C++ function from class blueprint?

I made a video for my C++/BP question.

http://img.youtube.com/vi/a4NlueF948g/0.jpg

I'm trying to get a class blueprint to call my C++ code.

I made a class that extends an AActor.

UCLASS()
class INAPPPURCHASES_API AOuyaSDK : public AActor
{

    /* Tried making a delegate so it appears as a function on the actor in Unreal */
    DECLARE_DELEGATE_RetVal_OneParam(bool, OuyaGetAnyButtonDelegate, uint16)
    OuyaGetAnyButtonDelegate OuyaGetAnyButtonHandler;

    /* Check if the OUYA Button is pressed, true when pressed */
    UFUNCTION(BlueprintNativeEvent, Category = OUYA)
    bool OuyaGetAnyButton(uint16 button);
}

In my cpp implemented the function.

bool AOuyaSDK::OuyaGetAnyButton_Implementation(uint16 button)
{
    return false;
}

And in the constructor, bind the function.

AOuyaSDK::AOuyaSDK(const class FPostConstructInitializeProperties& PCIP)
    : Super(PCIP)
{
    OuyaGetAnyButtonHandler.BindUFunction(this, "OuyaGetAnyButton");
}

Adding a custom event or just being able to invoke “OuyaGetAnyButton” doesn’t seem to be working for me…