I have a base class with an empty BlueprintNativeEvent, and I’d like to call some special code after the object is created depending on if that function is overridden. What I’m thinking is doing:
FindFunction("MyNativeFunc").GetSuperFunction() != nullptr
This seems to work from my initial testing for Blueprints, and maybe I could also search for “MyNativeFunc_Implementation” to see if its overridden in C++, but I wanted to see if anyone has tried this before or had better ideas. Ultimately I’d like to avoid needing a separate bool that the game designer needs to check.