I have written a code that returns an FString. I am trying to use it as a blueprint.
I used a code similar to the example on A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
however the return value in my blue print (GetHappyMessage), returns an empty string when passing it to the SetText method of a TextRender component. It works only if I try to write a string manually into the SetText parameter.
---------ActionBluePrints.h----------------
#pragma once
#include “Kismet/BlueprintFunctionLibrary.h”
#include “ActionBlueprints.generated.h”
/**
*
*/
UCLASS()
class UActionBlueprints : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UFUNCTION(BluePrintCallable, Category = “ActionBluePrintLibrary”)
static FString GetHappyMessage();
};
---- ActionBluePrints.cpp-----
#include “ActionWorld.h”
#include “ActionBlueprints.h”
UActionBlueprints::UActionBlueprints(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FString UActionBlueprints::GetHappyMessage() {
return FString("JAAAAA!!!!");
}