While marking classes as
Blueprintable allows us to pass instances of the class around in Blueprint, or to subclass the type with a Blueprint class, those specifiers don't actually say anything about member functions or variables, and if they should be exposed to Blueprint.
This recipe shows you how to mark a function so that it can be called within Blueprint graphs.
Actorclass using the editor. Call the actor
UPROPERTYto the new class:
UFUNCTION(BlueprintCallable, Category = Door) void Open(); UPROPERTY() bool IsOpen; UPROPERTY() FVector TargetLocation;