[SUPPORT] Advanced Turn Based Tile Toolkit

Do you have an easy way to disable the default HUD? Or manage overriding it with a custom HUD.

In the base toolkit, you have a HUDBlueprintRef set on Begin Play(), a get at HUDTurn Toggle() and referenced again by Non_Nativized_Functions for displaying game over.

To override the functions that use it without changing the base toolkit, would I need to create a copy of Event Begin Play in a child blueprint just to change the HUD generations portions of the base toolkit? That seems a bit clunky… In the example maps, you create a reference to new UI elements in the child grid manager instead but they only overlay the base UI, which to me makes obvious sense that a custom UI goes with a custom game mode/grid manager/player controller, but I want control over the whole UI.

edit: blarg I wrote a huge wall of text explaining how I did this then unreal forums decided I wasn’t logged in while typing into the quick reply…, but I accomplished this by basically copying parent/base toolkit code into the children custom bps. As I stated above, its clunky, I am no longer calling to the base class for begin play, kill unit, copying the Non Nativized functions file and using my pawn with skills to refrence it instead of counting on the base pawn to set that.

While I got it to work, it feels wrong, this is basically just copying your base classes to my custom, so my question still stands. Is there a better way to do this while retaining your base blueprints.