I’m sorry to say your question is rather vague. I saw your earlier thread(which you have linked above), but I am still not clear as to what you are trying to achieve.
Could you please explain exactly what you want to achieve and what difficulty are you facing?
Is this what you want:
Call FileExists from Blueprint and get True/False depending on the result?
Assuming that you want to call FileExists or a similar C++ function from your Blueprint,
This is what you should do when you want to expose a built-in function which is not available in BP to blueprint:
Create a new C++ class extended from UBlueprintFunctionLibrary. Declare a wrapper function that accepts the same parameters as the function you want to expose.
So in this case:
UFUNCTION(BlueprintPure, Category="Wrapper")
public static bool MyFileExists(const FString & InPath)
Later you define this function something like this:
Now once you compile the code, your custom function MyFileExists will be available in all your blueprints (you might want to disable ‘ContextSensitive’).
I had not done any C++ work in UE4 in the past. So for anyone reading this thread that is in my same shoes. The video below was helpful and the free version of Visual Studio is below that.
I tried creating the C++ class as directed, but I got the following error:
This is the last piece in a 10 month project, and I really appreciate your help! I will be happy to throw you a couple $$ on PayPal for your help in getting this to work.
–I am using an older version of the engine, so it is possible that the above code might not work for you.
BTW replace BlueprintCallable with BlueprintPure. This function has no side effects (ie it does not affect state or data). Such functions should be BlueprintPure.
PS:
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