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How to let subclasses override components.

I asked this in the C++ section and figured it out. https://answers.unrealengine.com/questions/44855/how-to-let-super-classes-override-components.html

Now I'd like to do this in Blueprint as well.

I have a reference to the Component in my C++ class. In Blueprint, it shows up as None under the defaults tab. I see no way to specify an override for it. The box is greyed out. And there's no way to set the property as EditableDefault since TSubObjectPtrs can't be marked as editable.

I initialized it in the base class with PCIP.CreateAbstractDefaultSubobject.

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asked May 20 '14 at 08:00 AM in Blueprint Scripting

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avatar image illYay May 22 '14 at 06:17 PM

So far, I couldn't find any way to do this in Blueprint.

At the moment, I created a C++ class to override the component, then inherited from the C++ class in blueprint.

Ideally I'd like to avoid doing this. I'm trying to create some useful base classes in C++ and keep things relatively clean. Then just let me and my teammates go crazy in the editor and create whatever mess of combinations of blueprint classes we need without worrying too much about implementation.

avatar image rohoon May 07 '15 at 06:59 AM

I'd love to be able to do this as well. I really don't want to have to create a bunch of base classes with different default component types.

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