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clients",{"key":163,"text":164},"d","Marks the function as required for the class to compile","`BlueprintCallable` exposes the C++ function so it can be dragged into a Blueprint or Level Blueprint graph and executed from there.",{"id":167,"topic":9,"difficulty":168,"body":169,"options":170,"correct_key":160,"explanation":179},"01a01237-1833-774f-b202-d203ab92c370",2,"A `UFUNCTION` is marked `BlueprintPure` instead of plain `BlueprintCallable`. What is the visible difference in the Blueprint graph node?",[171,173,175,177],{"key":154,"text":172},"The node gets a red border to warn about performance",{"key":157,"text":174},"The node can only be placed inside a Function Blueprint",{"key":160,"text":176},"The node has no exec pins, only data pins",{"key":163,"text":178},"The node is hidden from the Blueprint palette by default","`BlueprintPure` marks the function as not affecting the owning object, so its Blueprint node is rendered without exec pins — it is wired purely through data pins.",{"id":181,"topic":9,"difficulty":168,"body":182,"options":183,"correct_key":154,"explanation":192},"01a01237-1836-7b4f-a172-a4d9e8451d75","```cpp\nUFUNCTION(BlueprintImplementableEvent)\nvoid OnObjectiveCompleted();\n```\nThis declaration has no C++ definition anywhere in the source. Why does the module still compile and link?",[184,186,188,190],{"key":154,"text":185},"The function body is meant to live entirely in a Blueprint graph, not in C++",{"key":157,"text":187},"The linker silently generates an empty stub for any undefined UFUNCTION",{"key":160,"text":189},"UFUNCTION declarations without a body are optional and get skipped by the compiler",{"key":163,"text":191},"The function is treated as pure virtual, so subclasses must define it","`BlueprintImplementableEvent` declares a function whose implementation is provided in a Blueprint graph; giving it a C++ body is not expected, and the generated code calls into the Blueprint implementation instead.",{"id":194,"topic":9,"difficulty":168,"body":195,"options":196,"correct_key":163,"explanation":205},"01a01237-1840-75df-ad23-ac42de2f181e","```cpp\nUFUNCTION(BlueprintNativeEvent)\nvoid OnPickup(AActor* Instigator);\n```\nWhere should the default C++ logic for `OnPickup` be written?",[197,199,201,203],{"key":154,"text":198},"Directly inside the body of `OnPickup` in the header",{"key":157,"text":200},"In a separate function named `OnPickup_Default`",{"key":160,"text":202},"In the constructor of the owning class",{"key":163,"text":204},"In a function named `OnPickup_Implementation`","For `BlueprintNativeEvent`, Unreal Header Tool expects the native default logic in a function with the same name plus `_Implementation`; the generated wrapper calls it when no Blueprint override exists.",{"id":207,"topic":9,"difficulty":168,"body":208,"options":209,"correct_key":157,"explanation":218},"01a01237-1842-7e65-8360-b5b8171a69e8","```cpp\nUFUNCTION()\nvoid InternalRecalculate();\n```\nThis `UFUNCTION` has no Blueprint-related specifiers. What follows for Blueprint graphs?",[210,212,214,216],{"key":154,"text":211},"It appears in the Blueprint palette but greyed out until enabled",{"key":157,"text":213},"It cannot be dragged into a Blueprint graph as a callable node",{"key":160,"text":215},"It becomes a `BlueprintPure` node automatically since it takes no parameters",{"key":163,"text":217},"It is exposed to Blueprint but only inside the function's own class","A bare `UFUNCTION()` is still reflected (useful for things like console commands or delegate binding), but without `BlueprintCallable`, `BlueprintPure`, or an event specifier it does not show up as a usable node in a Blueprint graph.",{"id":220,"topic":9,"difficulty":150,"body":221,"options":222,"correct_key":154,"explanation":231},"01a01237-1849-7556-be37-d9ee0b327768","What does the `CallInEditor` specifier add to a `UFUNCTION`?",[223,225,227,229],{"key":154,"text":224},"A button in the Details panel that runs it on selected 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