NotBlueprintThreadSafe. . (not the return value), and the currently executing native function Wait. Local variables within functions can be created via the Local Variables section found within the My Blueprint panel. (so the return value from GetOwningActor might not be an APlayer_PnC at runtime, and so you need a bit of code to validate that it . All of the functions in Unreal, or the lion's share of them, are available in blueprint form. Local variables within functions can be created via the Local Variables section found within the My Blueprint panel. and all subsequent calls to this function will . Call Blueprint function from C++ and get the return value - C++ Gameplay Programming - Unreal Engine Forums **What I am trying to achieve: ** I am trying to call a blueprint function (if it exists) and get it's return parameter. Your first task is to create a function blueprint that resets a chess piece to its original position in the scene. Return Value: A JSON object that contains useful information about the call process to a specific Event. Take a look at the Variable Type drop-down and search for the name you've given your previous Blueprint (i.e. String. They can return a number of values . Continuations in a sense generalize function "Return" nodes and in fact can be used in place of them. . Create a new C++ Class derived from UBlueprintAsyncActionBase this allows us to easily create simple latent nodes. Metadata Specifiers in Unreal Engine | Unreal Engine 5.0 Documentation You can also make a BlueprintReadWrite property instead of using functions. Once selected, Unreal Engine will do something like this: We now have a new function that's hooked up to the previous node, complete with Input and output (if there was . WaapiUri: The function that will be called when an event that we would be aware of occurs. Custom Blueprint Nodes using Unreal Engine's K2 Nodes When declaring classes, interfaces, structs, enums, enum values, functions, or properties, you can add Metadata Specifiers to control how they interact with various aspects of the engine and editor. Child actors are really interesting with Blueprints because your Actor . How to call a function from c++ to a widget blueprint in Unreal Engine Create a new control panel with a Trigger widget that points to this function See how to Create a Control Panel. I've got a C++ component and I want to have function which will be implemented in Blueprint like this: UFUNCTION (BlueprintImplementableEvent) Stats& GetStats (); But this doesn't compile, I get the following error: overload function differs only by return type from. Target is Blackboard Component. WaapiUri: The function that will be called when an event that we would be aware of occurs.