I am trying to trigger a Blueprint event from C++. The C++ class even shows up in the blueprint and can be overridden. When I call the function in code, the C++ side executes, but the blueprint event does not. Any suggestions on what could be blocking the blueprint?
Creating the Object and calling event:
ATranslaitCapture* Capture = NewObject<ATranslaitCapture>(ATranslaitCapture::StaticClass());
if (!Capture) {
return true;
}
Capture->StopRecordEventASL();
TranslaitCapture class header:
#pragma once
#include <Engine.h>
#include "Capture.generated.h"
UCLASS(Blueprintable)
class ATranslaitCapture : public AActor {
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
void ReturnFromBP();
//start record
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable)
void StartRecordEventASL(const FString& filename);
//stop record
UFUNCTION(BlueprintImplementableEvent)
void StopRecordEventASL();
};
Blueprint set to display message to HUD for testing. I have also tried Log String.