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Call Blueprint interface implementation for base class from child class

Hello, comrades!

Sorry for my english, but i'll try to explain what i want to do. So, i have inteface in C++:

 #pragma once
 #include "Interface.h"
 #include "IPickupItem.generated.h"
 class MYGAME_API UPickupItem : public UInterface
 class MYGAME_API IPickupItem
 public: // this methods must be implemented only through Blueprints
     UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "My|InterfaceMethods")
         void PickupItem(USceneComponent* AttachTo); 
     UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "My|InterfaceMethods")
         void DropItem();

C++ class, which inherits from interface:

 #include "IPickupItem.h" // my interface
     #include "ItemBase.generated.h"
     class MYGAME_API AItemBase : public AActor, public IPickupItem
     AItemBase();    .... // (some other stuff, methods, members, etc. don't really matters)
     // BUT! I don't have any overload or overrides of interface methods!
 UPROPERTY(Category = "My|Basic", EditAnywhere, BlueprintReadWrite)
         UMeshComponent* itemMesh; // will be inited in child class!

And i have child class of game item, for example:

 #pragma once
 #include "CoreMinimal.h"
 #include "ItemBase.h"
 #include "StaticItemBase.generated.h"
 class MYGAME_API AStaticItemBase : public AItemBase
     AStaticItemBase(); // initializes itemMesh from AItemBase with StaticMeshComponent
     UFUNCTION(BlueprintCallable, Category = "My|Methods")
     UStaticMeshComponent* GetStaticMesh(); // returns itemMesh' pointer

Then i'am creating a Blueprint from my AItemBase (ItemBase_BP) class and another one - from AStaticItemBase (StaticItemBase_BP). Some instances of StaticItemBase_BP are placed to game map to interract with. What was my idea: in ItemBase_BP i make implementation of interface methods PickupItem() and DropItem(), that will be called from MotionController BP (standart from VR-sample) using interface call when i'am trying to pick up an object StaticItemBase_BP with motion controller.

All checks like "is overlapping objects implements my interface" are correct and works fine.

Problem is, that execution never comes to ItemBase_BP event PickupItem()/DropItem() for StaticItemBase_BP objects. I think that's because they (objects) are not directly inherited from ItemBase_BP.

ItemBase_BP is inherited from AItemBase C++ class (and C++ interface), StaticItemBase_BP is inherited from AStaticItemBase C++ class (which is inherited from AItemBase C++ class =)).

Please, can someone explain me, how this can be solved? I mean, is there any way to call Blueprint implementation of base class interface function for ALL child objects, which are inherited from that base class?

Thank you! Alex

Product Version: UE 4.19
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asked Jun 06 '18 at 10:50 PM in C++ Programming

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