Override function in c++ & blueprint

Class A;public AActor
{
UFUNCTION(BlueprintNativeEvent, Category = “Player”)
virtual void go()
{
}
};

Class B;public A
{
UFUNCTION(BlueprintNativeEvent, Category = “Player”)
virtual void go() override
{
}
};

Now in my editor i have Class A Blueprint and class B blueprint seprately.I want something like if class A Actor exist in scene and if there is no blueprint version of implementation given then it should go to A class Go() method.

if class B Actor exist in scene and if there is no blueprint version of implementation given then it should go to B class Go() method.

This is how c++ follows polymorphism.The problem here is first of all i can’t have BlueprintNativeEvent as virtual it throws an error.Next i want to give user a flexibility so that if derived class don’t provide BP implementation then it should go to derived class c++ method.This way in future if someone inherits class B and if they don’t provide BP version of implementation then it searches for implementation in inherited class if not then it will go to B class implementation.Can anyone tell how to do this.

Thanks,
SubramaniyanVG.

Class A;public AActor
{
UFUNCTION(BlueprintNativeEvent, Category = “Player”)
virtual void go() { }
};

Class B;public A
{
UFUNCTION(BlueprintNativeEvent, Category = “Player”)
virtual void go() override { }
};

Adding the code snippet for clartity

Class A;public AActor
{
UFUNCTION(BlueprintNativeEvent, Category = “Player”)
virtual void go() { }
};

Class B;public A 
{ 
UFUNCTION(BlueprintNativeEvent, Category = "Player") 
virtual void go() override { }
 };

Hi,

I got the answer from this link https://answers.unrealengine.com/questions/241909/how-to-overide-blueprintnativeevent-method-from-ba.html.Sorry my mistake posted questions in hurry.