Recently I stumbled across one problem: I needed to call a function from a Blueprint Function Library implemented in BP inside a UObject child but it was not accessible. However, I was able to call any function from a Blueprint Function Library implemented in C++. I simply moved the function from BP to C++ so I got no problem with it, but my question is:
Is it the expected behaviour and if yes, could someone please explain this to me?
I haven’t seen an explanation of this, but it’s frustrating. The limitations of blueprints are more and more pushing me to having to do this in C++, not because it’s helping me on my project, but just because of limitations in the blueprint system overall.