AActor::ReceiveHit in 4.8 is not virtual any longer. Is that a bug or by design? How can I override ReceiveHit ?
Not sure here is the commit that removed the virtual https://github.com/EpicGames/UnrealEngine/commit/28d22a0624889fd98356cf5aa8b656a837c65f8c#diff-be5579fc691c862bb9420b7c35298e76L1099
Ah here it is
virtual void NotifyHit(class UPrimitiveComponent* MyComp, AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit);
Yeah they’ve all changed to ‘Notify’ now, same for Overlaps too.
BlueprintImplementableEvents cannot be virtual, there is a handful of issues if they are declared virtual and BlueprintNativeEvents are what should be used for cases where you want both C++ and Blueprints to be able to override the behavior.
In this particular case there was already a different C++ function that is virtual that you should use to override which is NotifyHit and then ReceiveHit is where a blueprint would insert its reactions.
Apologies for the inconvenience, it was definitely a big change that will require adjusting and no way of providing backwards compatibility, but it was a necessary one.
What about ReceiveRadialDamage?I can’t find NotifyRadialDamage.
You can override AActor::TakeDamage and filter on DamageEvent.IsOfType(FRadialDamageEvent::ClassID).