I created an Actor Blueprint which inherits a C++ Actor Base class with a function marked as follows:
UFUNCTION(BlueprintImplementableEvent, Category = "TutorialBaseEvents", meta = (DisplayName = "IsConditionValid"))
bool ReceiveIsConditionValid();
virtual bool IsConditionValid();
I am following the naming convention of Unreal for BlueprintImplementableEvents, which they name C++ functions to have Receive prefixed on the function name and just a Meta DisplayName to change to the desired function name.
In the Blueprint Editor, I see this function as Receive prefixed version instead of the DisplayName, but the rest of it is displaying it as desired, whether it is the Event/Function Graph or the dropdown list of functions to override:
Is this a bug or by design? How can make it display as “IsConditionValid” instead of “ReceiveIsConditionValid”?