I want to have a basic implementation of a function in C++, and then to optionally override this function in blueprint. However adding BlueprintImplementableEvent to my UFUNCTION macro fails to compile if I have a definition.
Is there any way to do this without creating secondary functions?
BlueprintNativeEvents can have a C++ implementation that can be overridden in blueprint.
The Native implementation though is a second method that has the same signature as your BlueprintNativeEvent but with _Implementation added to its name.