How to handle await from GDScript override in Cpp

Godot Version

4.3

Question

I have C++ GDVirutal function that is overriden in GDScript... It is expecting a ruturn of an INT, but when putting an await function in GDScript it seems to return a Callable. I would like to be able to handle it when a GDScript override function calls await in my C++ chain, or know what to do with the callable

Im looking at the source code which is a little hard to follow. But that return should be a GDScriptFunctionState, i.e. your future result once the awaited signal is emitted.

You can use its “completed” signal to get the result in a callback.

Ill be honest i dont know how signals work at the native level.