Blueprintimplementableevent return value. For some context: I have a base class of type Item. I tried to create a BlueprintImplementableEvent that returned a boolean. Sep 5, 2017 ยท Well, it says it cant have return values. For example, item Return Values If you define a C++ BlueprintImplementableEvent event with a return value, you can then override it as a function in the BP of the C++ Class to return the value! UFUNCTION(BlueprintImplementableEvent) float GetBPAdjustedPlayerHealth(); Recall that non-const references are also return values: UFUNCTION(BlueprintImplementableEvent) Is there something like CallFunctionByNameWithArguments that would let me pass objects as arguments and get an object back as a return value? The problem is we have a massive blueprint class that we need to be able to simply instantiate and assign somewhere in C++, but its constructor takes arguments. I could be wrong but it looks like Unreal is expecting a return value (whatever stats you're getting from GetStats) and you're not giving it one in the UFUNCTION call. The method can be implemented in Blueprints and C++. I’m not sure if there’s anyway to synchronize client and server function. But you can just put all the logic on the server side so that you don’t have to ask for a return value. When I created this one, I just expected it to show up in the same way in the editor. Further, I would like this function to return a boolean value. qvn 82k itug 0sfyof lgxwrg eey 3j kyn8 ecc3 ht7p

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