Hi
We are using Unreal 4.8.
We have a fairly basic class hierarchy in our Blueprints (APawn(code)->OurPawn (code)->BaseClass (Blueprints)->Multiple sub classes(Blueprints) )
Without getting into specifics, we are finding the support for polymorphism in Blueprints lacking and very fragile. For example:
- Adding new functions to the base
class or moving logic from a sub
class to the parent frequently cause
crashes deep in the engine. Attempting to refactor logic from a sub class to the base is a painful experience - Functions in the base class sometimes
appear in the sub class in the
override section, other times they
don’t. This feels like a showstopper
if we can’t rely on being able to
override functions. There are posts about a hack to add a return value to force them to show, but we have found this isn’t reliable.
Does Epic recommend anything beyond an extremely trivial use of inheritance in Blueprints?
Do you use it in any of your internal projects?
Thanks!