Hey everyone,
I posted this in the Transition to 4.8 thread but haven’t gotten a hit yet so I figured I’d make a new thread:
I’m transitioning our code base to play nice with 4.8, and I’m running into issues with native AnimNotify and AnimNotifyState classes. The person who originally implemented the classes followed the guide: https://www.unrealengine.com/blog/cr...ation-notifies when creating the classes. However, in 4.8 many BlueprintImplementableEvent functions had their virtual keyword removed. For example:
UFUNCTION(BlueprintImplementableEvent)
bool Received_Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) const
A few things I noticed while reading the Release Notes for 4.8:
Removed “virtual” keyword from several engine-level BlueprintImplementableEvents to conform to the new “BlueprintImplementableEvents should not be virtual” standard.
And
A number of previously virtual BlueprintImplementableEvent functions have had virtual removed in favor of existing virtual functions intended for overriding C++ behavior:
UActorComponent::ReceiveBeginPlay -> BeginPlay
UActorComponent::EndBeginPlayer -> EndPlay
.
.
etc.
So Epic provided a number of BlueprintNativeEvent functions for those previously BlueprintImplementableEvent functions. That isn’t the case for AnimNotify or AnimNotifyState event functions. Is the intention to no longer support native classes and instead only support blueprint animnotify classes?