I am loading an asset, checking if valid, then casting to a base class (CaMTDA_Timeline_Base) to call a function on that object. The asset being loaded is of a child class of the one being cast to
This is the CaMTDA_Timeine_Base Object, showing the overridden CaMTDA to UGC Function
This is the CaMTDA_Timeline child class, showing the overridden function calling the parent function
The code in the Child class never gets called, but it does in the Parent function
I could have sworn I had this code working, but now it is not. I though for sure I could cast to a parent class and if the object was of a child class, it could override and execute code as the child as well as calling the parent function?
I would construct my object in the parent function, but if I do that, the child class will have more variables exposed on spawn so the object needs to be constructed in the child class not the parent, but I have code in the parent class to create a unique ID.
Am I doing something wrong or am I trying to do something that cannot be done? (like I said, I could have sworn at one time this code was working)
Is the only solution to construct the object in the parent function, and then in the child function take the result and cast to the child class before returning the result?