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by ferrumfist 1376 days ago
You can using these function macros to C++:

UFUNCTION(BlueprintCallable) // This is a purely C++ function that is exposed to Blueprints and can be called from blueprints

UFUNCTION(BlueprintNativeEvent) // This can be implemented in C++, Blueprint, or both (in the Blueprint implementation, call the Parent method and it will run the C++ function and then run the Blueprint function)

UFUNCTION(BlueprintImplementableEvent) // This is a purely Blueprint function (though it is defined in the C++ header) that can be called from C++.

I believe there may also be some funky reflection code you can create to invoke Blueprint functions from C++, but there's very little reason for that as BlueprintImplementableEvent does that in a cleaner way.

Source:

https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScrip...