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How I am using my Blueprint-Callable Functions in Unreal Engine 5.6.1 Using C++ | Unreal Engine Blueprint Function Library Tutorial I'm incredibly excited to show off a major step forward in my game demo! This week, I successfully linked my Save Game Information System directly with the ability to detect nearby objects in the Unreal Engine environment. While this is still a work-in-progress, this integration lays the foundational framework for all future gameplay interaction. What you'll see in this demo: Integrated Systems: See how the save system communicates with the real-time world detection. Interaction Framework: The core logic is now in place to identify objects (like crates, doors, or items) that I can interact with. Dynamic UI & HUDs: I can now display contextual Heads-Up Displays (HUDs) and UI elements that pop up only when I’m close enough to an object. This is a huge step toward creating immersive and seamless gameplay! This crucial work means I can now rapidly build out features like: looting, contextual menus, NPC conversations, and more. The heavy lifting is done—now for the fun part: creating the content! In this Unreal Engine C++ tutorial, you'll discover: How to set up and create a Blueprint Function Library in Unreal Engine 5.5.4 The process of declaring custom Blueprint functions in header (.h) files How to define inputs and outputs for your Blueprint functions to interact seamlessly with Unreal Blueprints Writing C++ logic to implement your custom functions Perfect for Unreal Engine developers who want to learn: Timestamps: 00:00 - Showcase Tags: #UnrealEngine #ue5 #devblog