Developer Notes

BluepirntNativeEvents only appear in a blueprint of the specified class rather than in a blueprint that has the specified component class added to the blueprint


If a function is marked as BlueprintNativeEvent inside of a class that inherits from a component (Scene component, Actor component, etc) then the function cannot be called in a blueprint with the component.

This is inconsistent with the same code in an a class that inherits from Actor where the function can be called and a red event node appears.

Steps to Reproduce

1. Open UE4Editor (Any project)
2. Add code to project based on Scene Component (MySceneComponent)
3. In the header file add the following:

UFUNCTION(BlueprintNativeEvent, Category = "My Object")
		void MyEvent();
	virtual void MyEvent_Implementation();

4. In the source, add empty Implementation for the function
5. Compile
6. Create a blueprint and add MyScene component to it
7. In event graph, try calling MyEvent from the Scene component

The call to MyEvent of the scene component cannot be made. Following steps 2-5 using an Actor class (MyActor) instead of Scene Component, then creating a BP of MyActor will allow a red MyEvent node to be created in the event graph.

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ComponentUE - Gameplay - Blueprint
Affects Versions4.7.54.8
CreatedApr 20, 2015
ResolvedApr 22, 2015
UpdatedJul 14, 2021