Hi,
I’m trying to reach the equivalent of this, inside blueprints editor, using c++:
So, how can I declare a UFUNCTION(client, unreliable) that can be overriden inside the blueprints editor?
Adding UFUNCTION(BlueprintNativeEvent) is not allowed.
Hi,
I’m trying to reach the equivalent of this, inside blueprints editor, using c++:
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
I was wondering if there’s an elegant way of making this, directly, without having to start a little cascade of methods…