Declare a client function overrideable in blueprints

Hi,

I’m trying to reach the equivalent of this, inside blueprints editor, using c++:

123911-01.png

So, how can I declare a UFUNCTION(client, unreliable) that can be overriden inside the blueprints editor?

Adding UFUNCTION(BlueprintNativeEvent) is not allowed.

Any good soul to help me with this one? : )

You can simply do a hop from client function to the Blueprint event.

in hpp:

UCLASS()
class AMyClass : public AActor
{
GENERATED_BODY()
public:
	UFUNCTION(Client, Reliable)
	void ClientCallEvent();
	void ClientCallEvent_Implementation();
protected:
	UFUNCTION(BlueprintImplementableEvent)
	void CallEvent();
};

And in cpp:

void AMyClass::ClientCallEvent_Implementation()
{
	CallEvent();
}

Thanks for the answer.
I’ve already done exactly this hop as a workaround to this situation :slight_smile:

I was wondering if there’s an elegant way of making this, directly, without having to start a little cascade of methods…