Why UPathFollowingComponent::IsBlocked() is not virtual?
I am using Unreal Engine 4.12.5 and make extensive use of PathFollowingComponent. For some reason method UPathFollowingComponent::IsBlocked() is declared non virtual:
bool IsBlocked() const;
I need to customize it's functionality (take in consideration rotation of an object in addition to it's position), but the fact that I can not override it makes it horribly uncomfortable. Can you please make it virtual or otherwise explain me why this architecture was implemented in this way (maybe it's intended design)?
Thanks in advance, Maria.
asked Sep 01 '16 at 02:03 PM in C++ Programming
answered Sep 01 '16 at 02:36 PM
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