Blueprint Events to C++ =========================== BlueprintImplementableEvent --------------------------- Add NotifyQuestActor to Grabber.h .. code-block:: cpp UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void NotifyQuestActor(AActor* Actor); You could now replace the BluePrint event with the C++ equivalent. BlueprintNativeEvent -------------------- 1. In Blueprint rename `TraceForPhysicsBodies` to `BP_TraceForPhysicsBodies` 2. In Grabber.h add UFUNCTION Notice that the BP function returns 3 values. In C++ we'll return 1 and use output parameters for the other 2. .. image:: /_static/images/trace_for_physics_bodies_return.PNG .. code-block:: cpp UFUNCTION(BlueprintCallable, BlueprintNativeEvent) bool TraceForPhysicsBodies(AActor*& HitActor, UPrimitiveComponent*& HitComponent); 3. In Grabber.cpp add implementation, note the name has `_Implementation` as suffix .. code-block:: cpp bool UGrabber::TraceForPhysicsBodies_Implementation(AActor*& HitActor, UPrimitiveComponent*& HitComponent) { return false; } 4. Override `TraceForPhysicsBodies` in Blueprint: .. image:: /_static/images/override_trace_for_physics_bodies.PNG 5. Replace reference of `BP_TraceForPhysicsBodies` with `TraceForPhysicsBodies` and then delete `BP_TraceForPhysicsBodies`.