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Polymorphism and Blueprints Support


We are using Unreal 4.8.

We have a fairly basic class hierarchy in our Blueprints (APawn(code)->OurPawn (code)->BaseClass (Blueprints)->Multiple sub classes(Blueprints) )

Without getting into specifics, we are finding the support for polymorphism in Blueprints lacking and very fragile. For example:

  • Adding new functions to the base class or moving logic from a sub class to the parent frequently cause crashes deep in the engine. Attempting to refactor logic from a sub class to the base is a painful experience :)

  • Functions in the base class sometimes appear in the sub class in the override section, other times they don't. This feels like a showstopper if we can't rely on being able to override functions. There are posts about a hack to add a return value to force them to show, but we have found this isn't reliable.

Does Epic recommend anything beyond an extremely trivial use of inheritance in Blueprints?

Do you use it in any of your internal projects?


Product Version: UE 4.8
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asked Jul 22 '15 at 04:23 PM in Blueprint Scripting

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