Is there a way for a child blueprint to make use of the same node that is being used in the parent blueprint without overwriting or otherwise interfering with the original functionality from the parent blueprint?
Otherwise, if it isn’t possible, is there a way to expand on the functionality?
Just as an example, here is a chunk of the code in the parent blueprint class I’m working with.
I’d like to be able to use that same custom event node in this blueprint’s children to add customized scripts to allow the different children to do different things when this same event fires, but it seems like adding this custom event to the children prevents the scripting in the parent from firing.
You can do that by calling the parent of the event. So long as that is the same event as in the parent, you can right click on the node and click the call parent function option.
That’ll create a node you can use to call the parent function. Call it at the start before all your extensions, or call it after everything else- your choice.
Though for the exact functionality you described, you’ll probably want it at the start. Don’t forget to connect the inputs
I don’t think that this is what I’m looking for. It seems like this is just interrupting the functionality built into the parent blueprint and hijacking the event node from it.
I’m trying to use the same event node in the child and do additional things with it, not instead of what’s in the parent blueprint.
I’m not sure what you mean, but this does exactly that- it does the stuff in the parent, and then optionally you can add additional things in the child.
Say in the parent class you had a function named “PrintSomething,” and that function printed Foo.