How can I call Super in an extended blueprint?

Hi,

Summary of the situation:
Blueprint A extends Actor, blueprint B extends A.
A contains function Alpha which prints a string to the screen.

How can i implement function Alpha in B, and still let it execute A’s Alpha?

If this doesn’t make any sense, is there any way of using the equivalent of Super:: (for functions and/or events) in blueprints?

Hi Thommie,

You can override the event or function in the blueprint B, then you can right click on the event or function entry node, and an option to call Super will show up there. You can pick the order to call Super relative to your derived code (e.g., before, after, in-between, or not at all).

Cheers,
Michael Noland

2 Likes

No worries. It’s a bit hidden in the context menu for the entry node, but we didn’t want to let you accidentally call Super for a different event from anywhere in the graph by placing it in the regular context menu.

Cheers,
Michael Noland

Hi Michael,

Thank you for the quick reply, can’t believe i couldn’t find that!

In 4.16 the option is named Add call to parent function

Can anyone pls update this with a more detailed explanation? There is nothing called Parent, I can’t find any contextual menu that contains any Parent, and what exactly does this mean: event or function entry node? What entry node where? In the Parent? In the Child? Which node?.. So on. A picture would be infinitely better than poorly defined interpretable words out of context…

1 Like

In the child:

or this, for example:

What entry node where? In the Parent?
In the Child? Which node?.. So on. A
picture would be infinitely better
than poorly defined interpretable
words out of context…

Honestly? This couldn’t be more clear:

You can override the event or function
in the blueprint B, then you can right
click on the event or function entry
node, and an option to call Super will
show up there. You can pick the order
to call Super relative to your derived
code (e.g., before, after, in-between,
or not at all).

Hope the pic helps.

Thank you! My problem was that I was trying to call Parent on a Collide event. Call Parent is greyed out. I also tried making a Custom Event, but it couldn’t be copy pasted to the Child BP. So this seems to only work on BeginPlay events… I haven’t tried with Functions.

Parent’s custom events can be called normally on the children:

It’s says function but it’s actually a parent’s event. It’s more like a poor man’s virtual function :stuck_out_tongue: