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AFAIK you can call C++ code from a blueprint and other way around.
by coolspot 4y ago
AFAIK you can call C++ code from a blueprint and other way around.
- ferrumfist 4y agoYou 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/ProgrammingAndScripting/GameplayArchitecture/Functions/ https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScrip...
- rtpg 4y agoYeah I’m talking more about the UX of doing it. I mean really I would love some ML-like language I could write some code snippets directly into the blueprint. Like anonymous functions but for blocks. Would be a disaster in a professional context but I would like it lol