We have a custom skeletal node that overrides Update of SkeletalControlBase.
However, in 4.11p2, this is now marked as final:
virtual void Update(const FAnimationUpdateContext& Context) final;
As it turns out, we were only using the Update to grab the deltatime which is actually in the parent so I didn’t need to override it in this case.
But if I did need to override update, could I without changing source? Seems like something people may want to do even though updates have performance implications.