How can I allow a method to be overridden in both blueprints and C++?
I have a class defined in C++. It has a method:
This is great if I want to override it in blueprints. It's not so great if I want to override it in C++. When I try to add virtual:
I get a compile error:
I'm trying to do the same thing with "pure virtual" (i.e. using
...except, as we saw, that doesn't work, either. How can I get Unreal to let me override a function in both C++ and blueprints?
I'd like to do this because the DoAThing() implementations might get quite expensive, both in terms of performance and maintenance, and I'd like to be able to move code from C++ to blueprints. I also have team members who prefer using C++ to blueprints, and would like to accommodate them as much as possible.
answered Jun 22 '17 at 10:06 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here