In GDScript, functions are not [i]first-class objects[/i]. This means it is impossible to store them directly as variables, return them from another function, or pass them as arguments.
However, by creating a [FuncRef] using the [method @GDScript.funcref] function, a reference to a function in a given object can be created, passed around and called.
</description>
<tutorials>
</tutorials>
<methods>
<methodname="call_func"qualifiers="vararg">
<returntype="Variant"/>
<description>
Calls the referenced function previously set in [member function] or [method @GDScript.funcref].
</description>
</method>
<methodname="call_funcv">
<returntype="Variant"/>
<argumentindex="0"name="arg_array"type="Array"/>
<description>
Calls the referenced function previously set in [member function] or [method @GDScript.funcref]. Contrarily to [method call_func], this method does not support a variable number of arguments but expects all parameters to be passed via a single [Array].
</description>
</method>
<methodname="is_valid"qualifiers="const">
<returntype="bool"/>
<description>
Returns whether the object still exists and has the function assigned.
</description>
</method>
<methodname="set_instance">
<returntype="void"/>
<argumentindex="0"name="instance"type="Object"/>
<description>
The object containing the referenced function. This object must be of a type actually inheriting from [Object], not a built-in type such as [int], [Vector2] or [Dictionary].