# \#ufunction

**URL:** https://forums.unrealengine.com/tag/ufunction/3195.md

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## [.gen.cpp keeps adding a '&' to a function parameter](https://forums.unrealengine.com/t/gen-cpp-keeps-adding-a-to-a-function-parameter/2329942)

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**Author:** [@Skuvnar](https://forums.unrealengine.com/u/Skuvnar)\
**Replies:** 3\
**Last updated:** [February 15, 2025, 9:33pm UTC](https://forums.unrealengine.com/t/gen-cpp-keeps-adding-a-to-a-function-parameter/2329942 "2025-02-15T21:33:12Z")

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Shown below is the function and below that is version that is being generated in the .gen.cpp file. If I delete the ‘&’ out it compiles fine, but every time I make a change to this class it adds it back in and it’s drivi…

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## [How to specify argument display name in a UFUNCTION?](https://forums.unrealengine.com/t/how-to-specify-argument-display-name-in-a-ufunction/312346)

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**Author:** [@mxnko](https://forums.unrealengine.com/u/mxnko)\
**Replies:** 2\
**Last updated:** [June 18, 2024, 9:59pm UTC](https://forums.unrealengine.com/t/how-to-specify-argument-display-name-in-a-ufunction/312346 "2024-06-18T21:59:52Z")

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I couldn’t find anything about this in documentation. How are argument/parameter names specified for custom static functions that are exposed via UFUNCTION to blueprint editor? for instance: public: UFUNCTION(Bluepri…

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## [Slate Property Widget for UProperty\*](https://forums.unrealengine.com/t/slate-property-widget-for-uproperty/396792)

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**Author:** [@anonymous\_user\_3b1b1873](https://forums.unrealengine.com/u/anonymous_user_3b1b1873)\
**Replies:** 2\
**Last updated:** [April 30, 2024, 3:20am UTC](https://forums.unrealengine.com/t/slate-property-widget-for-uproperty/396792 "2024-04-30T03:20:51Z")

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Hi! I am currently looking for a way to draw a property slate widget for arbitrary UProperties\* (The class not the Macro). How can I do that? I got the Pointer to the UProperty and a pointer to a bit of memory that I …

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## [Is it possible to load static mesh files in run time from project folders?](https://forums.unrealengine.com/t/is-it-possible-to-load-static-mesh-files-in-run-time-from-project-folders/507269)

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**Author:** [@Nness](https://forums.unrealengine.com/u/Nness)\
**Replies:** 3\
**Last updated:** [February 13, 2024, 7:47pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-load-static-mesh-files-in-run-time-from-project-folders/507269 "2024-02-13T19:47:18Z")

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Hello all, I’m trying to load static mesh files from project folder. I found this solution, I tried it but I think it work’s only on the construct phase : https://unrealcpp.com/add-mesh-from-file/. Do you know if is it…

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## ['Unresolved external symbol' calling a static function from a plugin](https://forums.unrealengine.com/t/unresolved-external-symbol-calling-a-static-function-from-a-plugin/441757)

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**Author:** [@anonymous\_user\_c3e69a5a](https://forums.unrealengine.com/u/anonymous_user_c3e69a5a)\
**Replies:** 3\
**Last updated:** [July 4, 2023, 10:13pm UTC](https://forums.unrealengine.com/t/unresolved-external-symbol-calling-a-static-function-from-a-plugin/441757 "2023-07-04T22:13:09Z")

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Hi, I have a plugin (from Stereolabs to access a stereocamera in unreal) and another one to access the PointCloudLibrary (pcl). In an Actor class in my game I want to access a static method I wrote in the Stereolabs pl…

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## [UFunction return TArray](https://forums.unrealengine.com/t/ufunction-return-tarray/588530)

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**Author:** [@swrcVendetta](https://forums.unrealengine.com/u/swrcVendetta)\
**Replies:** 8\
**Last updated:** [June 2, 2023, 5:08am UTC](https://forums.unrealengine.com/t/ufunction-return-tarray/588530 "2023-06-02T05:08:51Z")

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Hey, so I am fairly new to C++ coding in general, not just when it comes to Unreal. I have some good knowledge in C#, Java and other languages however C++ is a different level to me. I am trying to return a TArray from…

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## [How do I create my own blueprint node with C++?](https://forums.unrealengine.com/t/how-do-i-create-my-own-blueprint-node-with-c/294883)

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**Author:** [@iUltimateLP](https://forums.unrealengine.com/u/iUltimateLP)\
**Replies:** 9\
**Last updated:** [April 11, 2023, 5:07pm UTC](https://forums.unrealengine.com/t/how-do-i-create-my-own-blueprint-node-with-c/294883 "2023-04-11T17:07:23Z")

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Hey there, I have a basic question, how can I implement own blueprint nodes into the game. I added C++ code to my game which class type is “EdGraphNode”. So it creates an .h and an .cpp file of my class. So this is the .…

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## [RPC Sync call/Delegate/Callback?](https://forums.unrealengine.com/t/rpc-sync-call-delegate-callback/834981)

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**Author:** [@Swogers](https://forums.unrealengine.com/u/Swogers)\
**Replies:** 2\
**Last updated:** [March 31, 2023, 3:48pm UTC](https://forums.unrealengine.com/t/rpc-sync-call-delegate-callback/834981 "2023-03-31T15:48:25Z")

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I wanted to know the method possible to call a Server RPC with a callback function. I know Delegates do this, but you cant have a delegate within an RPC function. So i tried to pass a Self reference, and thats not helpf…

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## [C++ - UFunction - Add Click to Expand and Collapse Pins](https://forums.unrealengine.com/t/c-ufunction-add-click-to-expand-and-collapse-pins/754104)

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**Author:** [@Salvo\_Nostrato](https://forums.unrealengine.com/u/Salvo_Nostrato)\
**Replies:** 1\
**Last updated:** [January 21, 2023, 4:48pm UTC](https://forums.unrealengine.com/t/c-ufunction-add-click-to-expand-and-collapse-pins/754104 "2023-01-21T16:48:57Z")

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Hi there, I was looking around how to add to a custom node a way to expand end collapse the pins but I cannot find anything around. For example like the Print Text node does. Is this something that goes inside UFUNC…

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## [Connecting Button With wigets](https://forums.unrealengine.com/t/connecting-button-with-wigets/659816)

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**Author:** [@elmahyyyy](https://forums.unrealengine.com/u/elmahyyyy)\
**Replies:** 6\
**Last updated:** [October 7, 2022, 6:37am UTC](https://forums.unrealengine.com/t/connecting-button-with-wigets/659816 "2022-10-07T06:37:29Z")

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Hello, I have a problem so i have a widget which has a button and when the user clicks the button the button goes to another button in another widget and do the widget blueprint in function

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## [When UCLASS declared with "Const" cant declare BlueprintImplementableEvent. \[Bug?\]](https://forums.unrealengine.com/t/when-uclass-declared-with-const-cant-declare-blueprintimplementableevent-bug/642780)

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**Author:** [@YanDaik](https://forums.unrealengine.com/u/YanDaik)\
**Replies:** 5\
**Last updated:** [September 27, 2022, 8:09am UTC](https://forums.unrealengine.com/t/when-uclass-declared-with-const-cant-declare-blueprintimplementableevent-bug/642780 "2022-09-27T08:09:44Z")

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When UCLASS declared with “Const” cant declare BlueprintImplementableEvent. Because const added to function. When you try, you get error. Error C2511 : ‘void UClassX::FunctionY(void) const’: overloaded member function…

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## [Can't Build My Project C++ and Blueprint (BluePrintFunction)](https://forums.unrealengine.com/t/cant-build-my-project-c-and-blueprint-blueprintfunction/632787)

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**Author:** [@valeriorobert](https://forums.unrealengine.com/u/valeriorobert)\
**Replies:** 2\
**Last updated:** [August 25, 2022, 11:54am UTC](https://forums.unrealengine.com/t/cant-build-my-project-c-and-blueprint-blueprintfunction/632787 "2022-08-25T11:54:22Z")

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Hi, I have a Custom BlueprintFunction in UE4.27 (not created by me) that I have to import to UE5. The Project won’t compile/build. The Custom BlueprintFunction doesn’t show up. The Function from the various tutorial sh…

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## [UE5 Render after dof](https://forums.unrealengine.com/t/ue5-render-after-dof/594769)

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**Author:** [@461329](https://forums.unrealengine.com/u/461329)\
**Replies:** 0\
**Last updated:** [July 1, 2022, 8:39am UTC](https://forums.unrealengine.com/t/ue5-render-after-dof/594769 "2022-07-01T08:39:12Z")

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Guys, why uE4 has this option, uE5 does not have this option, is the name changed?

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## [Why are BlueprintGetter not visible?](https://forums.unrealengine.com/t/why-are-blueprintgetter-not-visible/579329)

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**Author:** [@DevKaiUnreal](https://forums.unrealengine.com/u/DevKaiUnreal)\
**Replies:** 6\
**Last updated:** [June 14, 2022, 12:13pm UTC](https://forums.unrealengine.com/t/why-are-blueprintgetter-not-visible/579329 "2022-06-14T12:13:36Z")

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Hi, I tried to implement BlueprintGetter in UHealthComponent : public UActorComponent, but I am not able to call it from the Blueprint (see Screenshot): I also tried closing and re-opening, clean re-built and direct…

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## [Unrecognized type on UFUNCTION declaration with a struct parameter](https://forums.unrealengine.com/t/unrecognized-type-on-ufunction-declaration-with-a-struct-parameter/552600)

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**Author:** [@M1RZ4](https://forums.unrealengine.com/u/M1RZ4)\
**Replies:** 1\
**Last updated:** [May 9, 2022, 9:06am UTC](https://forums.unrealengine.com/t/unrecognized-type-on-ufunction-declaration-with-a-struct-parameter/552600 "2022-05-09T09:06:06Z")

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I have a class with a function that receives a struct as parameter: struct FMyStruct; UCLASS() class MYPROJECT\_API UMyObject: public UObject { GENERATED\_BODY() //... protected: void MyFunction(const FMyStruct& …

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## [Preview 1 LWC update removed UFUNCTION support for TArray of FVector3f, FVector2f](https://forums.unrealengine.com/t/preview-1-lwc-update-removed-ufunction-support-for-tarray-of-fvector3f-fvector2f/502801)

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**Author:** [@The\_Regurgitator](https://forums.unrealengine.com/u/The_Regurgitator)\
**Replies:** 2\
**Last updated:** [April 15, 2022, 1:48pm UTC](https://forums.unrealengine.com/t/preview-1-lwc-update-removed-ufunction-support-for-tarray-of-fvector3f-fvector2f/502801 "2022-04-15T13:48:16Z")

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I am working on updating the Runtime Mesh Component plugin for UE5. This plugin works with mesh data buffers, and many of its blueprintable functions use TArray\<FVector\> and TArray\<FVector2D\>. These buffers are internall…

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## [How do I identify the "\_\_WorldContext" parameter of a UFunction in C++?](https://forums.unrealengine.com/t/how-do-i-identify-the-__worldcontext-parameter-of-a-ufunction-in-c/488686)

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**Author:** [@fluffy-kalashnikov](https://forums.unrealengine.com/u/fluffy-kalashnikov)\
**Replies:** 0\
**Last updated:** [September 12, 2021, 10:19am UTC](https://forums.unrealengine.com/t/how-do-i-identify-the-__worldcontext-parameter-of-a-ufunction-in-c/488686 "2021-09-12T10:19:35Z")

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Hi! I’ve been trying to make a console for a school project using Unreals reflection. It works by referencing blueprint function libraries in a settings panel, and then calling them using UObject::ProcessEvent. Now, the…

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## [Editor only UFUNCTIONS and UPROPERTIES](https://forums.unrealengine.com/t/editor-only-ufunctions-and-uproperties/383419)

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**Author:** [@Ungalyant](https://forums.unrealengine.com/u/Ungalyant)\
**Replies:** 3\
**Last updated:** [May 19, 2021, 10:10pm UTC](https://forums.unrealengine.com/t/editor-only-ufunctions-and-uproperties/383419 "2021-05-19T22:10:23Z")

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Hey guys, so something I’m struggling with at the moment, in relation to my last question (which I’m in the process of trying to answer through this question): Is there a way to have UPROPERTY() variables that exist …

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## [UFUNCTION specifier Within=OuterClassName causes compile failure](https://forums.unrealengine.com/t/ufunction-specifier-within-outerclassname-causes-compile-failure/450672)

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**Author:** [@LonelySnake](https://forums.unrealengine.com/u/LonelySnake)\
**Replies:** 2\
**Last updated:** [March 29, 2021, 9:46am UTC](https://forums.unrealengine.com/t/ufunction-specifier-within-outerclassname-causes-compile-failure/450672 "2021-03-29T09:46:52Z")

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I currenctly working on a something like uc state for my Character class. UCLASS(DefaultToInstanced, EditInlineNew, CustomConstructor, Within=AGameCharacterBase) class GAME\_API UPawnStateBase: public UStateBase { //some…

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## [UnrealHeaderTool issues with UFUNCTION( Client )](https://forums.unrealengine.com/t/unrealheadertool-issues-with-ufunction-client/479172)

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**Author:** [@Shadybear18](https://forums.unrealengine.com/u/Shadybear18)\
**Replies:** 1\
**Last updated:** [February 22, 2021, 1:51am UTC](https://forums.unrealengine.com/t/unrealheadertool-issues-with-ufunction-client/479172 "2021-02-22T01:51:11Z")

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In my header file for a pawn I’m attempting to declare an RPC. The following compiles properly: UFUNCTION( ) void ClientSetPosition(FTransform position); Yet this does not compile: \`UFUNCTION( Client ) void Client…

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## [UnrealHeaderTool issues with RPCs](https://forums.unrealengine.com/t/unrealheadertool-issues-with-rpcs/479173)

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**Author:** [@Shadybear18](https://forums.unrealengine.com/u/Shadybear18)\
**Replies:** 0\
**Last updated:** [February 22, 2021, 1:51am UTC](https://forums.unrealengine.com/t/unrealheadertool-issues-with-rpcs/479173 "2021-02-22T01:51:01Z")

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In my header file for a pawn I’m attempting to declare an RPC. The following compiles properly: UFUNCTION( ) void ClientSetPosition(FTransform position); Yet this does not compile: \`UFUNCTION( Client ) void Client…

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## [Binding to MediaPlayer events in C++](https://forums.unrealengine.com/t/binding-to-mediaplayer-events-in-c/478432)

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**Author:** [@NoaWinged](https://forums.unrealengine.com/u/NoaWinged)\
**Replies:** 3\
**Last updated:** [February 8, 2021, 6:05pm UTC](https://forums.unrealengine.com/t/binding-to-mediaplayer-events-in-c/478432 "2021-02-08T18:05:41Z")

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How to get notified when MediaPlayer broadcasts an event? To be specific I am trying to get notified about media that has been opened. \_ I found in UMediaPlayer code that I should bind my UFUNCTION to: /\*\* Multicast …

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## [Texture2d in UFunction](https://forums.unrealengine.com/t/texture2d-in-ufunction/476046)

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**Author:** [@Ethidium](https://forums.unrealengine.com/u/Ethidium)\
**Replies:** 2\
**Last updated:** [December 17, 2020, 5:08pm UTC](https://forums.unrealengine.com/t/texture2d-in-ufunction/476046 "2020-12-17T17:08:31Z")

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Hi, I’d like to create a blueprint function that takes a texture2d and some coordinates as an input. I can add input pins for basic data types: UFUNCTION(BlueprintCallable, Category = "MyCategory") int ReadMap(int x, i…

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## [Build fails when using FFrame::Step, somtimes](https://forums.unrealengine.com/t/build-fails-when-using-fframe-step-somtimes/464887)

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**Author:** [@Panakotta00](https://forums.unrealengine.com/u/Panakotta00)\
**Replies:** 0\
**Last updated:** [May 8, 2020, 10:43pm UTC](https://forums.unrealengine.com/t/build-fails-when-using-fframe-step-somtimes/464887 "2020-05-08T22:43:51Z")

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OK, so I simply try to use FFrame::Step in a custom thunk function. When I now regenerate the VS project files and then build, the build will fail with all sorts of wierd errors. When I comment it, regenerate the VS pr…

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## [Execute UFunction programmatically](https://forums.unrealengine.com/t/execute-ufunction-programmatically/464574)

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**Author:** [@Crispy\_Penguin](https://forums.unrealengine.com/u/Crispy_Penguin)\
**Replies:** 2\
**Last updated:** [May 6, 2020, 6:30pm UTC](https://forums.unrealengine.com/t/execute-ufunction-programmatically/464574 "2020-05-06T18:30:18Z")

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Is there a way to execute UFunction by having a pointer to it or its name? While compiling the blueprint, I have created a number of functions (bool MyFunc1(), bool MyFunc2()… bool MyFuncN()…). From compile process I c…

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## [Where is "Make Map" node in c++?](https://forums.unrealengine.com/t/where-is-make-map-node-in-c/456355)

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**Author:** [@KazemAkhgary](https://forums.unrealengine.com/u/KazemAkhgary)\
**Replies:** 1\
**Last updated:** [October 4, 2019, 5:20am UTC](https://forums.unrealengine.com/t/where-is-make-map-node-in-c/456355 "2019-10-04T05:20:42Z")

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I am looking for the implementation of “Make Map” node in c++. It’s a very special node since it has two different wildcards. In Macro I can’t have two wildcards with different types. So I want to make a custom node in…

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## [Will raw pointer, new keyword, in UFunction body, cause memory leak?](https://forums.unrealengine.com/t/will-raw-pointer-new-keyword-in-ufunction-body-cause-memory-leak/455400)

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**Author:** [@anonymous\_user\_91b492f1](https://forums.unrealengine.com/u/anonymous_user_91b492f1)\
**Replies:** 0\
**Last updated:** [September 15, 2019, 10:11pm UTC](https://forums.unrealengine.com/t/will-raw-pointer-new-keyword-in-ufunction-body-cause-memory-leak/455400 "2019-09-15T22:11:23Z")

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I followed this tutorial: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums to create a static library. It is a great tutorial. However I noticed when implementing a UFunction,…

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## [Why can't I have a UObject Reference as a UFunction Parameter?](https://forums.unrealengine.com/t/why-cant-i-have-a-uobject-reference-as-a-ufunction-parameter/455098)

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**Author:** [@anonymous\_user\_1cdfb710](https://forums.unrealengine.com/u/anonymous_user_1cdfb710)\
**Replies:** 2\
**Last updated:** [September 11, 2019, 4:00pm UTC](https://forums.unrealengine.com/t/why-cant-i-have-a-uobject-reference-as-a-ufunction-parameter/455098 "2019-09-11T16:00:10Z")

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I was trying to write a UFunction that takes a UObject reference as a parameter and realized it won’t compile. Example .h UFUNCTION() void Reference\_Parameter(UPARAM(ref) UObject& reference); .cpp void ATestFunction:…

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## [Why are BlueprintPure and const incompatible?](https://forums.unrealengine.com/t/why-are-blueprintpure-and-const-incompatible/287271)

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**Author:** [@anonymous\_user\_d505b203](https://forums.unrealengine.com/u/anonymous_user_d505b203)\
**Replies:** 6\
**Last updated:** [August 20, 2019, 7:52pm UTC](https://forums.unrealengine.com/t/why-are-blueprintpure-and-const-incompatible/287271 "2019-08-20T19:52:21Z")

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UFUNCTION has the BlueprintPure parameter for tagging functions without side-effects, and C++ has the const keyword for, roughly, the same purpose. But if you try to declare a member function such as: UFUNCTION(Blueprin…

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## [How do I override UFUNCTIO() functions](https://forums.unrealengine.com/t/how-do-i-override-ufunctio-functions/448917)

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**Author:** [@limbusdev](https://forums.unrealengine.com/u/limbusdev)\
**Replies:** 0\
**Last updated:** [May 13, 2019, 7:51pm UTC](https://forums.unrealengine.com/t/how-do-i-override-ufunctio-functions/448917 "2019-05-13T19:51:49Z")

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Hi there, I created a generic ASimpleTriggerVolume and another more concrete ASimpleBoxTriggerVolume which overrides some functions. Unfortunately Unreal Editor instantly crashes when trying to start it with this implem…

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