So I have a TriggerBox that I'm using as a pressure pad, and I want to be able to attach objects to it that, when the TriggerBox is activated, will have specific functions called. Similar to unity's UI buttons, where you can assign a function to be called when the button is clicked.

I am working as the sole programmer, and the rest of my team are designers. They need to be able to assign the object's function to the TriggerBox from within the editor.

I have attempted to use C++'s function pointers, but I have not been able to find a way to make them assignable in the editor.

Is there a solution to this? If not, any suggestions on better ways to do this?


You need to make the function callable in Blueprint. To do this, in the line above the function put in as follows:

UFUNCTION(BlueprintCallable, Category="YourCategoryName")

This will tell Unreal that you want your function to be used inside the editor using the usual Blueprint chain with inputs and outputs.

A full list of things you can do with this is available here: https://wiki.unrealengine.com/Blueprints,_Creating_C%2B%2B_Functions_as_new_Blueprint_Nodes


You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .