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UMG, overriding of UsingWidget.Tick


UserWidget.Tick is not virtual, could I somehow override Tick in my derived class?


Product Version: Not Selected
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asked Oct 08 '14 at 03:38 AM in C++ Programming

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avatar image AustinK Jan 23 '15 at 06:19 AM

I think it's wierd that the staff hasn't commented on this yet. I'm noticing that in the head file it even says

      * Ticks this widget.  Override in derived classes, but always call the parent implementation.
      * @param  MyGeometry The space allotted for this widget
      * @param  InDeltaTime  Real time passed since last tick

There is no way to actually override it...

avatar image DarthB Mar 15 '15 at 05:10 PM
avatar image Elringus May 13 '15 at 01:18 PM

But in 4.8 its now throwing a warning C4996: 'UUserWidget::Tick_Implementation': Use NativeTick Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. But the NativeTick is still not virtual! I have no idea what they are doing...

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 virtual void NativeTick(const FGeometry& MyGeometry, float DeltaTime) override;


 void UMainMenuWidget::NativeTick(const FGeometry& MyGeometry, float DeltaTime)
     Super::NativeTick(MyGeometry, DeltaTime);
         // Your code goes here
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answered Jul 21 '15 at 05:55 PM

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avatar image BoteRock Sep 13 '17 at 03:48 PM

It may be better to leave the c++ code above the Super::NativeTick call, because it calls the blueprint Tick, and if it relies on things set by c++ the variables may not be up to date.

avatar image MichaelWion Feb 09 '19 at 10:07 AM

I find it best practice to always call Super::NativeTick (or any overrided virtual method, for that matter). If you need something done in C++ before the blueprint, simply place the code before the call. You could also have bool bReady in your class definition, and then:

 void UMyWidget::NativeTick(const FGeometry& MyGeometry, float DeltaTime) {
     Super::NativeTick(MyGeometry, DeltaTime);
     // Do whatever
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