Access BlueprintImplementableEvent from derived classes

Hi guys,

I got this scenario:


class A {
...
UFUNCTION(BlueprintImplementableEvent)
virtual void MyEvent();
...
}

class B : public A {
...
}

class C : public A {
...
}

From what I know, BlueprintImplementableEvent lets the designer implement MyEvent from a Blueprint. However, I’m realizing I won’t be able to use the same definition (the one from the blueprint) in derived classes, or would I?. Is there any way to design this in a different way to sort this out?

Also, is [FONT=Courier New]virtual necessary in that example?

Thanks!

Try something more like this


/** Player has opened their Inventory! */
UFUNCTION(BlueprintImplementableEvent, meta=(FriendlyName = "Solus Inventory Opened"))
virtual void SolusInventory_Opened();

and yes virtual is necessary

and then calling this in a subclass would be just the same as using it in base class


//this-> is my notation to tell myself this function does not have a cpp definition
this->SolusInventory_Opened();