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Init and Init_Implementation in a UObject Derivative class

Hi Everybody! I'm learning to use C++ with the UE4, actually I made a derivative class of a UObject and I need to overload the Init() method. What i've seen is that in the .cpp of my class I should implement the Init() with the method "Init_Implementation()", instead if directly implement "Init()". Then I'll have: MyClass.h

class MyClass : public UObject { .... .... protected: UFUNCTION(BlueprintNativeEvent) void Init(); }


MyClass.cpp

..... ....

void MyClass::Init_Implementation() { ...My Init implementation } Why is like that??

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asked Nov 13 '18 at 09:51 AM in C++ Programming

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evethir
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Things like UFUNCTION and UPROPERTY that decorate your code with are called Macros. Unreal uses a custom build tool (unsurprisingly called Unreal Build Tool) to process your C++ code and generate helper code based on it. In the case of the BlueprintNativeEvent it generates glue code which allows a Blueprint-derived class to implement your Init function. If you do not override the function in Blueprint your default C++ implementation is called.

Init_Implementation is declared in a header file, it just is declared in a header file generated by UBT. The reason for _Implementation suffix is so that it acts as a fallback default implementation.

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answered Nov 13 '18 at 06:18 PM

Brian Johnstone (suspended)
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