How does Blueprint Function implement virtual inheritance?
LogCompile: Error: UpdateInfoToDB: Override of UFUNCTION in parent class (YTJBaseActor) cannot have a UFUNCTION() declaration above it; it will use the same parameters as the original declaration
UCLASS()
class UE_VDT_API AYTJBaseActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AYTJBaseActor();
UFUNCTION(BlueprintImplementableEvent,Category = "ActorDBFunction")
virtual bool UpdateInfoToDB();
UFUNCTION(BlueprintImplementableEvent, Category = "ActorDBFunction")
virtual bool InsertInfoToDB();
UFUNCTION(BlueprintImplementableEvent, Category = "ActorDBFunction")
virtual bool DeleteInfoFromDB();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
UCLASS()
class UE_VDT_API AYTJFixedPointBrowseActor : public AYTJBaseActor
{
GENERATED_BODY()
public:
AYTJFixedPointBrowseActor();
UFUNCTION(BlueprintNativeEvent, Category = "ActorDBFunction")
virtual bool UpdateInfoToDB();
UFUNCTION(BlueprintNativeEvent, Category = "ActorDBFunction")
virtual bool InsertInfoToDB();
UFUNCTION(BlueprintNativeEvent, Category = "ActorDBFunction")
virtual bool DeleteInfoFromDB();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};