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.
Seems like we sit in the same boat. How did it turn out for you? Did you convert your libraries to c++ yet, or dropped the whole UObject and got back to AActor ALL THE THINGS?