# \#function-signature

**URL:** https://forums.unrealengine.com/tag/function-signature/10650.md

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## [Signature Error: The function/event '' does not match the necessary signature - has the delegate or function/event changed?](https://forums.unrealengine.com/t/signature-error-the-function-event-does-not-match-the-necessary-signature-has-the-delegate-or-function-event-changed/724030)

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**Author:** [@digitalritualstudio](https://forums.unrealengine.com/u/digitalritualstudio)\
**Replies:** 9\
**Last updated:** [January 20, 2025, 9:16pm UTC](https://forums.unrealengine.com/t/signature-error-the-function-event-does-not-match-the-necessary-signature-has-the-delegate-or-function-event-changed/724030 "2025-01-20T21:16:40Z")

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Hi I’m currently trying to make an Asynchronous “EOS Find Sessions” Node in C++ and I’d like to return a TArray as an output. The FEOSFindSessionResultStruct is custom which currently holds two FString Properties. Allt…

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## [Function doesnt work until i compile, when i start Editor](https://forums.unrealengine.com/t/function-doesnt-work-until-i-compile-when-i-start-editor/468263)

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**Author:** [@SakiGGs](https://forums.unrealengine.com/u/SakiGGs)\
**Replies:** 13\
**Last updated:** [December 29, 2024, 12:52pm UTC](https://forums.unrealengine.com/t/function-doesnt-work-until-i-compile-when-i-start-editor/468263 "2024-12-29T12:52:25Z")

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I have made function that adds items i pick up to my inventory. When i start Editor it doesnt work, i have to compile Blueprint that holds that function. So it goes like this. I start Editor, pick up doesnt work. I co…

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## [Tree Pack 1 (Mobile/PC)](https://forums.unrealengine.com/t/tree-pack-1-mobile-pc/1260098)

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**Author:** [@aliyeredon](https://forums.unrealengine.com/u/aliyeredon)\
**Replies:** 0\
**Last updated:** [August 14, 2023, 12:29am UTC](https://forums.unrealengine.com/t/tree-pack-1-mobile-pc/1260098 "2023-08-14T00:29:21Z")

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Buy From Marketplace\\

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## [Unchanged Blueprint Shown as Different from Repo](https://forums.unrealengine.com/t/unchanged-blueprint-shown-as-different-from-repo/484430)

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**Author:** [@CoolNamesGone](https://forums.unrealengine.com/u/CoolNamesGone)\
**Replies:** 1\
**Last updated:** [June 7, 2021, 4:03pm UTC](https://forums.unrealengine.com/t/unchanged-blueprint-shown-as-different-from-repo/484430 "2021-06-07T16:03:08Z")

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I’m using Perforce for version control. A blueprint in a developer folder is shown as different from the repository. When I compare the BP to the depository using Unreal’s Blueprint Diff, the construction script and a an…

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## [How to access plugin Functions in my c++ file?](https://forums.unrealengine.com/t/how-to-access-plugin-functions-in-my-c-file/473689)

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**Author:** [@Mayurkamat16](https://forums.unrealengine.com/u/Mayurkamat16)\
**Replies:** 1\
**Last updated:** [October 29, 2020, 2:03pm UTC](https://forums.unrealengine.com/t/how-to-access-plugin-functions-in-my-c-file/473689 "2020-10-29T14:03:35Z")

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I have added the Simplex Noise plugin to my project which is available on github. I also installed it and I can access its functions in my blueprints but I want to access them in my .cpp files. What do I need to do in …

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## [Function call is missing argument. Building Crash Report Client. SlateApplication.cpp:3822:65: error: too few arguments to function call, expected 3, have 2](https://forums.unrealengine.com/t/function-call-is-missing-argument-building-crash-report-client-slateapplication-cpp65-error-too-few-arguments-to-function-call-expected-3-have-2/472518)

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**Author:** [@etoven](https://forums.unrealengine.com/u/etoven)\
**Replies:** 2\
**Last updated:** [October 7, 2020, 1:42am UTC](https://forums.unrealengine.com/t/function-call-is-missing-argument-building-crash-report-client-slateapplication-cpp65-error-too-few-arguments-to-function-call-expected-3-have-2/472518 "2020-10-07T01:42:30Z")

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Commit - 1edb47ce07caa9a97761668e2a0b91a129570808 If you guys can fix it sooner. Please let me know so I can repull it… Want to check out this build. Build blew up. Will post a fix, and maybe a pull request if you guys…

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## [Get custom Events or Functions name list inside a blueprint](https://forums.unrealengine.com/t/get-custom-events-or-functions-name-list-inside-a-blueprint/461867)

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**Author:** [@Blucifer](https://forums.unrealengine.com/u/Blucifer)\
**Replies:** 0\
**Last updated:** [February 27, 2020, 7:25pm UTC](https://forums.unrealengine.com/t/get-custom-events-or-functions-name-list-inside-a-blueprint/461867 "2020-02-27T19:25:05Z")

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Hi, Its possible to get a enum/list of all the functions or/and custom event inside a blueprint? Like what the “Create Event” node do? under Signature:()

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## [Expose Functions inside UStructs within Context](https://forums.unrealengine.com/t/expose-functions-inside-ustructs-within-context/460461)

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**Author:** [@atanknomore](https://forums.unrealengine.com/u/atanknomore)\
**Replies:** 2\
**Last updated:** [January 13, 2020, 5:31am UTC](https://forums.unrealengine.com/t/expose-functions-inside-ustructs-within-context/460461 "2020-01-13T05:31:45Z")

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Hello, I come here wondering if there’s a way in which one can expose functions declared inside UStructs to the Blueprint Engine without having to declare them separately inside a UBlueprintFunctionLibrary (and/or Anoth…

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## [C++ interface function with void() signature can't be recognized by blueprint](https://forums.unrealengine.com/t/c-interface-function-with-void-signature-cant-be-recognized-by-blueprint/460161)

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**Author:** [@anonymous\_user\_2f169c1d1](https://forums.unrealengine.com/u/anonymous_user_2f169c1d1)\
**Replies:** 1\
**Last updated:** [January 3, 2020, 5:32pm UTC](https://forums.unrealengine.com/t/c-interface-function-with-void-signature-cant-be-recognized-by-blueprint/460161 "2020-01-03T17:32:29Z")

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for example class XXX\_API ITargetable { GENERATED\_BODY() public: UFUNCTION(BlueprintCallable,BlueprintNativeEvent) void OnTargeted(); }; if I create a blueprint actor implement the interface, I can’t find the fun…

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## [Material Function](https://forums.unrealengine.com/t/material-function/457409)

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**Author:** [@IppolitoGermer](https://forums.unrealengine.com/u/IppolitoGermer)\
**Replies:** 3\
**Last updated:** [October 24, 2019, 8:44am UTC](https://forums.unrealengine.com/t/material-function/457409 "2019-10-24T08:44:27Z")

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Hi, I would like to recreate this material function, however I have never had anything to do with this function. It is the right time to learn. Source: https://twitter.com/Luos\_83/status/1097823038089891841

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## [Why does my function return two different values?](https://forums.unrealengine.com/t/why-does-my-function-return-two-different-values/453355)

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**Author:** [@Alunnite](https://forums.unrealengine.com/u/Alunnite)\
**Replies:** 1\
**Last updated:** [August 4, 2019, 5:45pm UTC](https://forums.unrealengine.com/t/why-does-my-function-return-two-different-values/453355 "2019-08-04T17:45:52Z")

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I want to spawn some pawns when the gamemode starts and attach them to random actors. I’ve had this working for a while but every now and again the pawns will attach to the same object, which breaks the game system. When…

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## [Binding of CustomEvent to EventDispatcher is not working in Function Library](https://forums.unrealengine.com/t/binding-of-customevent-to-eventdispatcher-is-not-working-in-function-library/451863)

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**Author:** [@ikonyaev](https://forums.unrealengine.com/u/ikonyaev)\
**Replies:** 0\
**Last updated:** [July 8, 2019, 4:07am UTC](https://forums.unrealengine.com/t/binding-of-customevent-to-eventdispatcher-is-not-working-in-function-library/451863 "2019-07-08T04:07:46Z")

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I have Widget Blueprint with buttons events: And Function Library with binding function: In dropdown I don’t see any of my functions which I created. In QuitGame function I have simple call for quit:

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## [Overriden Functions without Return Outputs create Events instead of Functions](https://forums.unrealengine.com/t/overriden-functions-without-return-outputs-create-events-instead-of-functions/449874)

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**Author:** [@anonymous\_user\_c0f2bc10](https://forums.unrealengine.com/u/anonymous_user_c0f2bc10)\
**Replies:** 0\
**Last updated:** [May 30, 2019, 7:21pm UTC](https://forums.unrealengine.com/t/overriden-functions-without-return-outputs-create-events-instead-of-functions/449874 "2019-05-30T19:21:41Z")

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As reported in UE-75339, this behavior has been brought up a number of times. The response is generally WAD/WNF, but I’m reporting it again to highlight how confusing it can be not to see the the overridden function in t…

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## [How to make a function output node return a Desired Object Refrence Type from trace hit result?](https://forums.unrealengine.com/t/how-to-make-a-function-output-node-return-a-desired-object-refrence-type-from-trace-hit-result/447218)

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**Author:** [@Alunnite](https://forums.unrealengine.com/u/Alunnite)\
**Replies:** 2\
**Last updated:** [April 14, 2019, 3:22pm UTC](https://forums.unrealengine.com/t/how-to-make-a-function-output-node-return-a-desired-object-refrence-type-from-trace-hit-result/447218 "2019-04-14T15:22:46Z")

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I want a function’s output to be of a specific object reference type (ORT). I’m struggling to figure out how to do this in blueprints, as line trace (out hit hit actor) returns a generalized Actor ORT. I can check that t…

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## [Convert int to float progress bar problem](https://forums.unrealengine.com/t/convert-int-to-float-progress-bar-problem/445969)

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**Author:** [@anonymous\_user\_1341af35](https://forums.unrealengine.com/u/anonymous_user_1341af35)\
**Replies:** 4\
**Last updated:** [March 26, 2019, 2:17pm UTC](https://forums.unrealengine.com/t/convert-int-to-float-progress-bar-problem/445969 "2019-03-26T14:17:02Z")

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Hello, I have a progress bar and this function bound to it: I would like the bar to display the score, in percentages. I am dividing 1 / 500 (max score) and then \* current score. It would go like (1 / 500) x 10 = 0.…

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## [FunctionLibrary isn't available](https://forums.unrealengine.com/t/functionlibrary-isnt-available/445189)

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**Author:** [@bogdanspbm](https://forums.unrealengine.com/u/bogdanspbm)\
**Replies:** 2\
**Last updated:** [March 13, 2019, 9:14am UTC](https://forums.unrealengine.com/t/functionlibrary-isnt-available/445189 "2019-03-13T09:14:05Z")

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I want to write my own function but FunctionLibrary isn’t available. How to fix it?

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## [How to press a button through UMG Widget](https://forums.unrealengine.com/t/how-to-press-a-button-through-umg-widget/445183)

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**Author:** [@anonymous\_user\_604435c6](https://forums.unrealengine.com/u/anonymous_user_604435c6)\
**Replies:** 3\
**Last updated:** [March 13, 2019, 1:56am UTC](https://forums.unrealengine.com/t/how-to-press-a-button-through-umg-widget/445183 "2019-03-13T01:56:46Z")

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Hi everyone. I’m trying to make a button that when it is pressed it will change my game perspective. So I did it with keyboard button and it works well. But, I want to do the same function like the first one, when I …

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## [Script with functions manipulation](https://forums.unrealengine.com/t/script-with-functions-manipulation/444786)

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**Author:** [@irvnriir](https://forums.unrealengine.com/u/irvnriir)\
**Replies:** 0\
**Last updated:** [March 7, 2019, 6:56am UTC](https://forums.unrealengine.com/t/script-with-functions-manipulation/444786 "2019-03-07T06:56:19Z")

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Is it possible to make this work faster? ( Specifically: to remove all/some additional variables (used to unify outputs, counting one, v.s array), to do not do “switch” check at repeating same function, to do not …

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## [Functions with an input signature will not execute from a Set Timer by Function Name](https://forums.unrealengine.com/t/functions-with-an-input-signature-will-not-execute-from-a-set-timer-by-function-name/442525)

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**Author:** [@Ruffhaus](https://forums.unrealengine.com/u/Ruffhaus)\
**Replies:** 0\
**Last updated:** [February 1, 2019, 3:21am UTC](https://forums.unrealengine.com/t/functions-with-an-input-signature-will-not-execute-from-a-set-timer-by-function-name/442525 "2019-02-01T03:21:32Z")

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If you create a function with an input signature variable and then try and run that function off a Set Timer by Function Name, it will not execute. Steps to recreate: Create a new project Create a function with an inp…

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## [Windows functions are not working in editor mode but working when debugging?](https://forums.unrealengine.com/t/windows-functions-are-not-working-in-editor-mode-but-working-when-debugging/434154)

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**Author:** [@Maverick\_tango](https://forums.unrealengine.com/u/Maverick_tango)\
**Replies:** 1\
**Last updated:** [January 9, 2019, 8:46am UTC](https://forums.unrealengine.com/t/windows-functions-are-not-working-in-editor-mode-but-working-when-debugging/434154 "2019-01-09T08:46:44Z")

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I have open file dialog function in “PostActorCreated()” method i.e when i drag n drop .cpp file from contain browser to editor it should open dialog box. Now while i open project in VS and run though “Local windows deb…

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## [Function Replication](https://forums.unrealengine.com/t/function-replication/434780)

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**Author:** [@sevanberkay](https://forums.unrealengine.com/u/sevanberkay)\
**Replies:** 1\
**Last updated:** [November 23, 2018, 7:54am UTC](https://forums.unrealengine.com/t/function-replication/434780 "2018-11-23T07:54:14Z")

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Hello, I have a function called Add Item. That has inputs and outputs. This works for adding item to index. I have a problem to replicate this. Here where i call that function.It works fine. But i want to replicate…

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## [\[Feature Request\] Right Click Copy/Paste Function Signature](https://forums.unrealengine.com/t/feature-request-right-click-copy-paste-function-signature/435106)

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**Author:** [@Douglas\_Potesta](https://forums.unrealengine.com/u/Douglas_Potesta)\
**Replies:** 0\
**Last updated:** [October 5, 2018, 7:03pm UTC](https://forums.unrealengine.com/t/feature-request-right-click-copy-paste-function-signature/435106 "2018-10-05T19:03:18Z")

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It would be convenient if users could copy function signatures with right clicking. Right click Function in the “MyBlueprint” tab and click copy. Then create a new function and right click on it and paste. Right click …

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## [Function is inaccessible](https://forums.unrealengine.com/t/function-is-inaccessible/433462)

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**Author:** [@belhadj\_hmida](https://forums.unrealengine.com/u/belhadj_hmida)\
**Replies:** 3\
**Last updated:** [September 9, 2018, 11:24am UTC](https://forums.unrealengine.com/t/function-is-inaccessible/433462 "2018-09-09T11:24:59Z")

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I am having a problem with visual studio of inaccessible function in the engine like UKismetSystemLibrary::DrawDebugSphere appears underlined with red but it is ignored in compilation (no errors), i am asking because…

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## [How to receive a media player event in C++](https://forums.unrealengine.com/t/how-to-receive-a-media-player-event-in-c/427749)

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**Author:** [@eagletree](https://forums.unrealengine.com/u/eagletree)\
**Replies:** 1\
**Last updated:** [June 24, 2018, 5:01pm UTC](https://forums.unrealengine.com/t/how-to-receive-a-media-player-event-in-c/427749 "2018-06-24T17:01:44Z")

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I have a C++ routine to launch a media player video on a media plane. What I don’t seem to be able to do, is receive the event broadcast to blueprints when the video is done playing. Is there a way to register one of my …
