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Explicitly Call Parent Class Functions

Is there a way to override a function but still call the parent function similar to what we could do in unrealscript using the super keyword?


simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
{
	**Super.PostInitAnimTree(SkelComp);**

	// Only refresh anim nodes if our main mesh was updated
	if (SkelComp == Mesh)
	{
		ClearAnimNodes();
		CacheAnimNodes();
	}
}

If this isn’t implemented would it be possible to add that functionality to blueprints?
Or maybe there is just a different way of accomplishing the same thing. :slight_smile:

I believe that is possible, by right clicking on the function entry node and choosing to add a super call. I don’t have the editor in front of me now though! We have it on our list to make it more discoverable.

Thanks James I found it! The actual command after Right Clicking on the entry node is “Add Call to Parent Function”.

Come to think of it, I should have been able to figure that out as it seems like a pretty logical place to put the call.
Maybe if it was also added in the right click menu of the Overridable Functions list or something. That’s where I looked first I think.

Just want to say that the blueprints system is super flexible and the best visual scripting system I have ever seen.