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Only just started working with Unreal Engine 5 and I have an issue were my BlueprintCallable functions are not appearing/callable in the blueprint. I dont have the same issue with Unreal Engine 4.

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Unchecking/Checking "Context Sensitive" does nothing. I have build the visual studio code in development/deployment/editor, compiled UE and restarted editor, restarted visual studio without any luck. What am I missing for these functions to be available in my blueprint?

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3 Answers 3

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Untitled

Uncheck Live coding if It is checked.

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  • \$\begingroup\$ Your answer could be improved with additional supporting information. Please edit to add further details, such as citations or documentation, so that others can confirm that your answer is correct. You can find more information on how to write good answers in the help center. \$\endgroup\$
    – liggiorgio
    Aug 29, 2022 at 10:41
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You have to Recompile and reload C++ code by hitting the Recompile button at the bottom of the editor:

Compile

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    \$\begingroup\$ i spend more than 5hours and 100 youtube Tutorial no one mention that. Thanks you !!! \$\endgroup\$
    – Armanoide
    Feb 29 at 21:39
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Are you making a Blueprint Function Library? If so make sure you declare your functions as static members.

UFUNCTION(BlueprintCallable)
static void OpenLobby();
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    \$\begingroup\$ Discovered a few days ago, its a thing with UE5 at the moment were any code I add in c++, blueprints are not picking up the updates/changes even after building. So I have to close my UE editor -> build in c++ -> delete Binaries, Saved and Intermediate folders -> Generate Visual Studio files. Only then are the changes picked up by UE Editor. Annoying that I have to do this every time I change my code in c++. Dont have this issue if I am on UE4 project on same machine. \$\endgroup\$
    – LavsTo
    Jul 20, 2022 at 13:44
  • \$\begingroup\$ @LavsTo Really annoying \$\endgroup\$
    – AVIK DUTTA
    Jul 25, 2022 at 5:28

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