HOw to override a BlueprintImplementableEvent

Hi! i have two clases “Interactive” and a child class “item”.
Interactive have a function:

UFUNCTION(BlueprintImplementableEvent)
virtual bool Interact();

Item have:
virtual bool Interact() override;

I need to create a blueprint from Interactive and implement the Interact event in BP, but the same for the subclass Item

Is this posible?

Thanks!!

Alex.-

I believe what you want is BlueprintNativeEvent

https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Functions/Specifiers/BlueprintNativeEvent/index.html

BlueprintNativeEvent is what you want, yes.

But it’s worth noting that starting with 4.6, the autogenerated declaration is being deprecated. So you will have to manually declare your _Implementation function or the header tool will throw a warning:


UFUNCTION( BlueprintNativeEvent )
bool Interact();

virtual bool Interact_Implementation();


Also, since this can be a bit hard to figure out, if you need your BP implementation to also call the native base class’s implementation, you can do this by right clicking the BP function node and choosing, “Add call to parent function”.

Im sorry for the delay!, yes this was what i needed, thanks for yous answers!!