I can’t seem to figure out how to make this function virtual. I’ve read that this should work, but I’m getting a compile error saying that the _Implementation function already exists.
/** returns default pawn class for given controller */
UFUNCTION(BlueprintNativeEvent, Category="Game")
UClass* GetDefaultPawnClassForController(AController* InController);
virtual UClass* GetDefaultPawnClassForController_Implementation(AController* InController);
To make matters even more frustrating, I searched around for an example in code and this works fine:
/** Event fired when the character has just started jumping */
UFUNCTION(BlueprintNativeEvent, Category="Pawn|Character")
void OnJumped();
virtual void OnJumped_Implementation();
Does it have something to do with using GENERATED_UCLASS_BODY() vs GENERATED_BODY()?
Thanks!