How can I properly override C++ Tick event in blueprint?
I've created a character in C++ inheriting from ACharacter, and I've overridden the virtual Tick function.
I then created a blueprint inheriting from my character class, and in the event graph created an "Event Tick" node which is connected to a "Parent: Tick" node created by right clicking on the event.
However, the Event Tick node won't execute (wire turns gray during play).
I've tried using the macro UFUNCTION(BlueprintImplementableEvent), but with the same result.
Commenting out the C++ Tick function makes the blueprint Event Tick node work again.
I've read that it may have to do with the fact that Tick doesn't return anything, in which case, how can I properly override a void function in blueprint?
You probably forgot to call
answered Jan 04 '17 at 02:43 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here