Creating a UFUNCTION

UFUNCTION() are useful because they are C++ functions that can be called from both your C++ client code as well as Blueprints diagrams. Any C++ function can be marked as a UFUNCTION().

How to do it...

  1. Construct a UClass with a member function that you'd like to expose to Blueprints. Decorate that member function with UFUNCTION( BlueprintCallable, Category=SomeCategory) to make it callable from Blueprints. For example, the following is the Warrior class again:
    // Warrior.h class WRYV_API AWarrior : public AActor { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Properties) FString Name; UFUNCTION(BlueprintCallable, Category = Properties) FString ToString(); }; // Warrior.cpp FString UProfile::ToString() ...

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