Interfaces And Blueprints
Using interfaces with C++ and Blueprints can be a little tricky when the interface is implemented purely in Blueprints. Currently, when a Blueprint implements an Interface the C++ InterfaceCast\ ty...
Using interfaces with C++ and Blueprints can be a little tricky when the interface is implemented purely in Blueprints. Currently, when a Blueprint implements an Interface the C++ InterfaceCast\ type cast does not work.
Interface Cast Method
auto MyInterface = InterfaceCast(ActorInstance);
if (MyInterface)
{
// Other code
}
What you need to do instead is:
(Originally discovered by Lion032, source)
Implements Interface Method
if (ActorInstance->GetClass()->ImplementsInterface(UMyInterface::StaticClass()))
{
// Other code
}
This will work for both C++ implemented interfaces and Blueprint implemented interfaces. From here, you can use the static Execute versions of the interface functions.
Header:
UINTERFACE(MinimalAPI)
class UMyInterface : public UInterface
{
GENERATED_UINTERFACE_BODY()
};
class IMyInterface
{
GENERATED_IINTERFACE_BODY()
public:
UFUNCTION(BlueprintImplementableEvent)
void MyInterfaceFunction();
};
Interface function example:
if (ActorInstance->GetClass()->ImplementsInterface(UMyInterface::StaticClass()))
{
IMyInterface::Execute_MyInterfaceFunction(ActorInstance);
}
It is likely that the static Execute functions are generated by the Unreal Header Tool (UHT) only for interface functions that declare UFUNCTION(). This means that you can't make a virtual interface function which uses UFUNCTION() and intellisense won't pick them up.
More Complete Example (Passing Self as Reference):
MyInterface.H:
class AMyActor;
UINTERFACE(Category = "My Interface", BlueprintType, meta = (DisplayName = "My Interface"))
class MYMODULE_API UMyInterface : public UInterface {
GENERATED_UINTERFACE_BODY()
};
class MYMODULE_API IMyInterface {
GENERATED_IINTERFACE_BODY()
public:
/// My Initialization Interface.
UFUNCTION(Category = "My Interface", BlueprintNativeEvent, BlueprintCallable, meta = (DisplayName = "On My Interface Execute")
void OnInitialized(const AMyActor* Context);
};
MyActor.H:
UFUNCTION(Category = "My Interface", BlueprintNativeEvent, BlueprintCallable, meta = (DisplayName = "On My Interface Call"))
void OnInitialized(const AMyActor* Context);
MyActor.CPP:
void AMyActor::OnInitialized_Implementation(const AMyActor* Context) {
if (Context != this) {return;}
TArrayInterfaces;
// Pick only Actors with Interface, instead of iterating whole World:
UGameplayStatics::GetAllActorsWithInterface(this,UMyInterface::StaticClass(),Interfaces);
for (const auto &Actor : Interfaces) {
// Try to Execute on C++ layer:
const auto &Interface = Cast(Actor);
if (Interface) {Interface->Execute_OnInitialized(Actor,Context);} else
// Else, Execute Interface on Blueprint layer instead:
if (Actor->GetClass()->ImplementsInterface(UMyInterface::StaticClass())) {
IMyInterface::Execute_OnInitialized(Actor,Context);
}
}
}
void AMyActor::BeginPlay() {
Super::BeginPlay();
// Fire off the Native Event, which is going to be received by all the other Actors:
Execute_OnInitialized(this,this);
}
Notes: Example above is implemented with old GENERATED_UCLASS_BODY() instead of new GENERATED_BODY() one. If you want your Actor to receive C++ Interface calls instead of from Blueprint layer, your Actor must inherit from both AActor class and your Interface class, like so:
class MYMODULE_API AMyActor : public AActor, public IMyInterface {...}
Update and pointer to more detailed discussion
Thanks for this wiki; I think it is essential on getting interfaces to work properly. I wrote a longer discussion of what I think is going on with Blueprint and C++ interfaces at which I thought readers of this topic might find useful. -Xarol
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