1, blueprintcallable--blueprint can be called but not editable 2, blueprintimplementableevent--the function body must be implemented with blueprint but the function name must be generated with C + +. H3, Blueprintnativeevent--
blueprintnativeeventFunctions is like a combination of
blueprintcallableand
blueprintimplementableeventFunctions. They has default behaviors programmed in C + +, but these can is supplemented or replaced by overriding in the
Blueprint Graph. When programming these, the C + + code always goes in a virtual function with "_implementation" added to the end of the name , as shown below. The most flexible option, so we'll use it for this tutorial. https://docs.unrealengine.com/latest/CHN/Programming/UnrealArchitecture/Reference/Functions/Specifiers/ Index.html Related Documents-Documentation: HTTPS://DOCS.UNREALENGINE.COM/LATEST/CHN/PROGRAMMING/TUTORIALS/VARIABLESTIMERSEVENTS/2/ Index.html
C + + ufunction ({FLAG}) macro FLAG interpreting notes