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Override C++ UPROPERTY variables in Blueprint child class

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    Override C++ UPROPERTY variables in Blueprint child class

    Hello,

    I'm new to unreal and I was wondering how it would be possible to override a C++ UPROPERTY in the blueprint child class.

    I have a UPROPERTY which is EditDefaultsOnly, I have some method in my C++ class that use this property. In the blueprint child class, I set those properties in the editor but the values are not reflected to the parent class UPROPERTY. The value is correctly set in the blueprint when I print it tho.

    Is this normal behavior in Unreal ? If it is, how can I work around it ?

    #2
    Originally posted by fknop View Post
    Hello,

    I'm new to unreal and I was wondering how it would be possible to override a C++ UPROPERTY in the blueprint child class.

    I have a UPROPERTY which is EditDefaultsOnly, I have some method in my C++ class that use this property. In the blueprint child class, I set those properties in the editor but the values are not reflected to the parent class UPROPERTY. The value is correctly set in the blueprint when I print it tho.

    Is this normal behavior in Unreal ? If it is, how can I work around it ?
    I'm afraid it's not possible. I suggest you to post it under c++ programming forums, too, and answerhub trying to reach most people possible, this is an interesting question.

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