I tried flip hazard solution, in 4.1, but things broke very often when modifying the “base” blueprint.
My variant for working around this issue in 4.11 is:
-
Create a
MyWidgetBase_BP
that contains all of the logic and absolutely nothing in the designer. No components, no child widgets. Whenever the logic needs to reference aChildComponent
, it calls an emptyGetChildComponent()
accessor method. -
Create a
MyWidgetDerived_BP
, delete every default in the designer, go to the graph, change parent class toMyWidgetBase_BP
. -
In each Derived blueprint, fill in the designer stuff, child widgets, etc. Override all the inherited (empty) child component accessor methods to return whatever you put in the designer.
-
Make sure that no blueprint references components directly, and that all use the (polymorphic) accessor methods.
Voilà! You have now a child class with all the parent class´ logic, ready to override.
Edit:
Try @SuperDuperYeah’s suggestion.