# \#inheritance

**URL:** https://forums.unrealengine.com/tag/inheritance/1605.md

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## [How to play animations in a child AnimBP?](https://forums.unrealengine.com/t/how-to-play-animations-in-a-child-animbp/2724915)

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**Author:** [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Replies:** 6\
**Last updated:** [May 30, 2026, 1:50pm UTC](https://forums.unrealengine.com/t/how-to-play-animations-in-a-child-animbp/2724915 "2026-05-30T13:50:07Z")

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I created a child AnimBP from a parent with an empty AnimGraph in order to share only the event graph of the AnimBP.However, the animation I wrote in the child AnimBP does not play at all. It seems that the empty parent…

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## [Problems with inherited DefaultSceneRoot in blueprint, and physics on child BP](https://forums.unrealengine.com/t/problems-with-inherited-defaultsceneroot-in-blueprint-and-physics-on-child-bp/342415)

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**Author:** [@Nameless\_Voice](https://forums.unrealengine.com/u/Nameless_Voice)\
**Replies:** 15\
**Last updated:** [May 8, 2026, 1:34pm UTC](https://forums.unrealengine.com/t/problems-with-inherited-defaultsceneroot-in-blueprint-and-physics-on-child-bp/342415 "2026-05-08T13:34:51Z")

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I’m trying to set up a hierarchy of blueprints, where I have a parent blueprint behaviour (event graph, properties), and then child blueprints that inherit that behaviour into specific types of objects. These parent blu…

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## [Can I replace DefaultSceneRoot in blueprint subclasses?](https://forums.unrealengine.com/t/can-i-replace-defaultsceneroot-in-blueprint-subclasses/469272)

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**Author:** [@dellis23](https://forums.unrealengine.com/u/dellis23)\
**Replies:** 7\
**Last updated:** [May 8, 2026, 1:28pm UTC](https://forums.unrealengine.com/t/can-i-replace-defaultsceneroot-in-blueprint-subclasses/469272 "2026-05-08T13:28:46Z")

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Is there something preventing you from replacing it?

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## [I use the same call to CreateWidget() in two classes, one works, one doesn't, how is that possible?](https://forums.unrealengine.com/t/i-use-the-same-call-to-createwidget-in-two-classes-one-works-one-doesnt-how-is-that-possible/2708594)

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**Author:** [@KimPossible42](https://forums.unrealengine.com/u/KimPossible42)\
**Replies:** 2\
**Last updated:** [March 25, 2026, 1:03pm UTC](https://forums.unrealengine.com/t/i-use-the-same-call-to-createwidget-in-two-classes-one-works-one-doesnt-how-is-that-possible/2708594 "2026-03-25T13:03:28Z")

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Hi everyone, I’m trying to instance some blueprints from a C++ class. I got it working in two cases but my third case fails. I get an Exception 0x80000003 encountered at address inside of CreateWidget in the line return…

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## [\[UE5.2.1, Bug report\] Widget elements disappear on widgets with inheritance](https://forums.unrealengine.com/t/ue5-2-1-bug-report-widget-elements-disappear-on-widgets-with-inheritance/1268047)

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**Author:** [@BOBtheROSS](https://forums.unrealengine.com/u/BOBtheROSS)\
**Replies:** 7\
**Last updated:** [February 12, 2026, 4:45pm UTC](https://forums.unrealengine.com/t/ue5-2-1-bug-report-widget-elements-disappear-on-widgets-with-inheritance/1268047 "2026-02-12T16:45:31Z")

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Summary if widget ‘A’ inherited from another widget, adding widget ‘A’ inside a widget and then adding widget elements to its NamedSlot, will result in the widget elments disappearing after saving and compiling (in that…

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## [Slate inheritence: How?](https://forums.unrealengine.com/t/slate-inheritence-how/2688829)

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**Author:** [@Kotaru\_1](https://forums.unrealengine.com/u/Kotaru_1)\
**Replies:** 1\
**Last updated:** [December 31, 2025, 10:31pm UTC](https://forums.unrealengine.com/t/slate-inheritence-how/2688829 "2025-12-31T22:31:43Z")

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Okay I’m trying to inherit from SButton and UButton, but for the life of me cannot figure out how to inherit the slate properties to be accessible in the subclass’ FArguments. Some in Engine examples seem to pull it off …

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## [Inherited Interface Disappears From Third SubClass After Clicking on All Function Names in MyBlueprint Tab](https://forums.unrealengine.com/t/inherited-interface-disappears-from-third-subclass-after-clicking-on-all-function-names-in-myblueprint-tab/2491281)

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**Author:** [@Doctor\_Kannon](https://forums.unrealengine.com/u/Doctor_Kannon)\
**Replies:** 3\
**Last updated:** [August 4, 2025, 9:47pm UTC](https://forums.unrealengine.com/t/inherited-interface-disappears-from-third-subclass-after-clicking-on-all-function-names-in-myblueprint-tab/2491281 "2025-08-04T21:47:33Z")

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Bug Report Steps to Reproduce: Assign an interface to a class. Verify that the interface is inherited in one, two, and three subclasses. In the third subclass, click on the inherited interface function names under the…

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## [Blueprint Macro Inheritance](https://forums.unrealengine.com/t/blueprint-macro-inheritance/325206)

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**Author:** [@Serellyn](https://forums.unrealengine.com/u/Serellyn)\
**Replies:** 12\
**Last updated:** [April 27, 2025, 1:07pm UTC](https://forums.unrealengine.com/t/blueprint-macro-inheritance/325206 "2025-04-27T13:07:25Z")

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Hey guys, I’ve got a character class that inherits from another character class. In the parent class I want to create a macro that can be used in the child class, but I can’t seem to get that to work. Making a function…

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## [PostEditChangeProperty() is not a member of UActorComponent?](https://forums.unrealengine.com/t/posteditchangeproperty-is-not-a-member-of-uactorcomponent/2436075)

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**Author:** [@HarryIsAlright](https://forums.unrealengine.com/u/HarryIsAlright)\
**Replies:** 2\
**Last updated:** [April 2, 2025, 1:51pm UTC](https://forums.unrealengine.com/t/posteditchangeproperty-is-not-a-member-of-uactorcomponent/2436075 "2025-04-02T13:51:36Z")

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I have a plugin, which contains a component, which inherits from UActorComponent. Below is a small snippet of the code: MyComponent.h #pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #includ…

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## [How to call Parent's function from Blueprint?](https://forums.unrealengine.com/t/how-to-call-parents-function-from-blueprint/2387427)

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**Author:** [@amirullahizzan](https://forums.unrealengine.com/u/amirullahizzan)\
**Replies:** 2\
**Last updated:** [March 13, 2025, 2:34am UTC](https://forums.unrealengine.com/t/how-to-call-parents-function-from-blueprint/2387427 "2025-03-13T02:34:25Z")

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I cant seem to find any parent’s function, not even the Parent: Begin Play itself. if I ever accidentally deleted this “Parent: Begin Play” then how do I get it back?

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## [whats the right way to inherit a USTRUCT?](https://forums.unrealengine.com/t/whats-the-right-way-to-inherit-a-ustruct/387043)

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**Author:** [@mgumley](https://forums.unrealengine.com/u/mgumley)\
**Replies:** 9\
**Last updated:** [January 7, 2025, 11:44am UTC](https://forums.unrealengine.com/t/whats-the-right-way-to-inherit-a-ustruct/387043 "2025-01-07T11:44:43Z")

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I’m trying to inherit a FHitResult, so I can add some extra parameters to it. What I have here mostly works, but when I break the hit result in blueprints, only my two extra variables show, and I cannot see the parent’s …

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## [How to get output values from Timeline component within a child class?](https://forums.unrealengine.com/t/how-to-get-output-values-from-timeline-component-within-a-child-class/477439)

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**Author:** [@Fuzzfas](https://forums.unrealengine.com/u/Fuzzfas)\
**Replies:** 6\
**Last updated:** [November 7, 2024, 11:41am UTC](https://forums.unrealengine.com/t/how-to-get-output-values-from-timeline-component-within-a-child-class/477439 "2024-11-07T11:41:12Z")

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Hello, I have a parent class with a Timeline component which outputs a float value and updates a float variable. I am trying to override the Timeline Update function in the child class, but I would like to keep the par…

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## [Accessing Child Events/Functions From Child Class/Actor](https://forums.unrealengine.com/t/accessing-child-events-functions-from-child-class-actor/2002511)

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**Author:** [@Gardx](https://forums.unrealengine.com/u/Gardx)\
**Replies:** 2\
**Last updated:** [September 3, 2024, 8:44pm UTC](https://forums.unrealengine.com/t/accessing-child-events-functions-from-child-class-actor/2002511 "2024-09-03T20:44:26Z")

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Hi, I have been working on a combat system and weapon equipping I have a Parent class called BP\_Weapon from this I have derived Child Classes of BP\_Sword and BP\_Bow, of which functions/events are available on the child…

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## [GetLifetimeReplicatedProps](https://forums.unrealengine.com/t/getlifetimereplicatedprops/299441)

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**Author:** [@boredcoding\_1](https://forums.unrealengine.com/u/boredcoding_1)\
**Replies:** 4\
**Last updated:** [November 20, 2014, 2:32pm UTC](https://forums.unrealengine.com/t/getlifetimereplicatedprops/299441 "2014-11-20T14:32:51Z")

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I think that’s a just a Visual Studio intellisense error squiggle - not an actual compiler error. Have you tried compiling?

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## [How to force child blue prints to call parent methods?](https://forums.unrealengine.com/t/how-to-force-child-blue-prints-to-call-parent-methods/437264)

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**Author:** [@TimLobner](https://forums.unrealengine.com/u/TimLobner)\
**Replies:** 8\
**Last updated:** [August 1, 2024, 5:47pm UTC](https://forums.unrealengine.com/t/how-to-force-child-blue-prints-to-call-parent-methods/437264 "2024-08-01T17:47:12Z")

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I have a parent blueprint which sets up the static meshes with a certain material in the construction script and adds an event listener on begin play. Now I have several levels, and in each level there is a blueprint wh…

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## [\[REQUEST\] Access inherited UI elements from child UserWidget](https://forums.unrealengine.com/t/request-access-inherited-ui-elements-from-child-userwidget/375819)

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**Author:** [@Wufasa](https://forums.unrealengine.com/u/Wufasa)\
**Replies:** 7\
**Last updated:** [July 11, 2024, 2:42pm UTC](https://forums.unrealengine.com/t/request-access-inherited-ui-elements-from-child-userwidget/375819 "2024-07-11T14:42:14Z")

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Currently, when you have a child widget that inherits a parent widget, there is no way of accessing the parent UI elements from the child UI (in the Designer View). Say I have a custom button user widget (MyBaseButton) …

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## [Does Unreal 5 no longer support Control Rig inheritance?](https://forums.unrealengine.com/t/does-unreal-5-no-longer-support-control-rig-inheritance/1810034)

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**Author:** [@JunceW](https://forums.unrealengine.com/u/JunceW)\
**Replies:** 1\
**Last updated:** [April 18, 2024, 6:57pm UTC](https://forums.unrealengine.com/t/does-unreal-5-no-longer-support-control-rig-inheritance/1810034 "2024-04-18T18:57:59Z")

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I remembered that UE4 supports Control Rig inheritance, but I cannot find any way to do the inheritance or reparenting of a Control Rig in UE5. Has this feature been removed? If I have a Control Rig created for a skele…

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## [Why is my child blueprint not inheriting parent functions?](https://forums.unrealengine.com/t/why-is-my-child-blueprint-not-inheriting-parent-functions/745894)

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**Author:** [@Freglz](https://forums.unrealengine.com/u/Freglz)\
**Replies:** 13\
**Last updated:** [August 4, 2023, 11:31pm UTC](https://forums.unrealengine.com/t/why-is-my-child-blueprint-not-inheriting-parent-functions/745894 "2023-08-04T23:31:18Z")

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First post here, sorry if I don’t have the right question categories. I’m following a tutorial on implementing a weapon system into a project. Each weapon is a child of a base weapon actor class, which is a child of a …

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## [\[Feature Request\] Show Inherited Functions option in My Blueprint tab](https://forums.unrealengine.com/t/feature-request-show-inherited-functions-option-in-my-blueprint-tab/326606)

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**Author:** [@Asher\_S\_Einhorn](https://forums.unrealengine.com/u/Asher_S_Einhorn)\
**Replies:** 5\
**Last updated:** [March 19, 2024, 12:50am UTC](https://forums.unrealengine.com/t/feature-request-show-inherited-functions-option-in-my-blueprint-tab/326606 "2024-03-19T00:50:26Z")

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Though it is still usable if you search in editor. It’s important to me though because I’m making a tool for others to use, so these things should really be visible.

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## [Child class method not executing, despite using virtual and override keywords](https://forums.unrealengine.com/t/child-class-method-not-executing-despite-using-virtual-and-override-keywords/1621909)

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**Author:** [@bennur\_1206](https://forums.unrealengine.com/u/bennur_1206)\
**Replies:** 7\
**Last updated:** [January 28, 2024, 11:40am UTC](https://forums.unrealengine.com/t/child-class-method-not-executing-despite-using-virtual-and-override-keywords/1621909 "2024-01-28T11:40:12Z")

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I have a class(AMATTER), its child class(AWEAPON), and its grandchild class(Asword). The method in the child class isn’t being executed, no matter what!!! class MY\_MOBA\_API Asword : public AWEAPON { GENERATED\_BODY() p…

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## [Different event handling behavior between PIE and Standalone with actor inheritance and actor components. What's the right way?](https://forums.unrealengine.com/t/different-event-handling-behavior-between-pie-and-standalone-with-actor-inheritance-and-actor-components-whats-the-right-way/1577370)

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**Author:** [@jdh25501](https://forums.unrealengine.com/u/jdh25501)\
**Replies:** 1\
**Last updated:** [January 2, 2024, 5:12pm UTC](https://forums.unrealengine.com/t/different-event-handling-behavior-between-pie-and-standalone-with-actor-inheritance-and-actor-components-whats-the-right-way/1577370 "2024-01-02T17:12:33Z")

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TL;DR - what’s the best way of creating common event handling logic in a parent class and combining it with specific event handling from a child class? I’ve observed different behavior based on event type and on PIE vs …

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## [Blueprints event inheritance can't call parent function](https://forums.unrealengine.com/t/blueprints-event-inheritance-cant-call-parent-function/408741)

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**Author:** [@devoluti0n](https://forums.unrealengine.com/u/devoluti0n)\
**Replies:** 2\
**Last updated:** [November 1, 2023, 4:46pm UTC](https://forums.unrealengine.com/t/blueprints-event-inheritance-cant-call-parent-function/408741 "2023-11-01T16:46:21Z")

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Hi, basically i have a master enemy classes with several On Overlap events defined: I want to inherit this class to define several ennemies, and just changing their respective flipbooks references (stored as variabl…

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## [Widget Not Showing At Right Location](https://forums.unrealengine.com/t/widget-not-showing-at-right-location/1318745)

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**Author:** [@ThisIsMahSwamp](https://forums.unrealengine.com/u/ThisIsMahSwamp)\
**Replies:** 0\
**Last updated:** [October 1, 2023, 1:07pm UTC](https://forums.unrealengine.com/t/widget-not-showing-at-right-location/1318745 "2023-10-01T13:07:13Z")

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I’ve been trying to set up a lock-on system for my project with a targeting reticle. I’ve managed to get it working perfectly on 2 of my AI actors but there’s an issue with another one, which is actually a child of one o…

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## [\[UE5.2.1, Bug report\] References to widget elements break on 2nd level of widget inheritance](https://forums.unrealengine.com/t/ue5-2-1-bug-report-references-to-widget-elements-break-on-2nd-level-of-widget-inheritance/1268023)

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**Author:** [@BOBtheROSS](https://forums.unrealengine.com/u/BOBtheROSS)\
**Replies:** 0\
**Last updated:** [August 21, 2023, 6:07pm UTC](https://forums.unrealengine.com/t/ue5-2-1-bug-report-references-to-widget-elements-break-on-2nd-level-of-widget-inheritance/1268023 "2023-08-21T18:07:10Z")

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\---------- edit ---------- There is now a Bug Report on the bug tracker website ---------- edit end ---------- Summary variables of widget elements added in 2nd inheritance level are invalid. Steps to Reproduce ()…

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## [Component have zero world location in inherited Blueprint](https://forums.unrealengine.com/t/component-have-zero-world-location-in-inherited-blueprint/1248302)

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**Author:** [@MasterOfDreams](https://forums.unrealengine.com/u/MasterOfDreams)\
**Replies:** 2\
**Last updated:** [August 3, 2023, 11:37pm UTC](https://forums.unrealengine.com/t/component-have-zero-world-location-in-inherited-blueprint/1248302 "2023-08-03T23:37:51Z")

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Component implemented: UPROPERTY(EditAnywhere, BlueprintReadWrite) USceneComponent\* Spawner; Spawner = CreateDefaultSubobject\<USceneComponent\>(TEXT("Spawner")); Spawner-\>SetRelativeLocationAndRotation(FVector::Zero()…

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## ["Using incorrect object initializer" when compiling an inherited script](https://forums.unrealengine.com/t/using-incorrect-object-initializer-when-compiling-an-inherited-script/491584)

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**Author:** [@DissonanceOfMask](https://forums.unrealengine.com/u/DissonanceOfMask)\
**Replies:** 5\
**Last updated:** [July 7, 2023, 2:01am UTC](https://forums.unrealengine.com/t/using-incorrect-object-initializer-when-compiling-an-inherited-script/491584 "2023-07-07T02:01:12Z")

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The situation is i have been trying to compile a class that inherits from a custom pawn class. The .h File: #pragma once #include "CoreMinimal.h" #include "BasePawn.h" #include "Tank.generated.h" /\*\* \* \*/ UCLASS()…

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## [Inherite from UDataTable](https://forums.unrealengine.com/t/inherite-from-udatatable/410228)

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**Author:** [@Valerik87](https://forums.unrealengine.com/u/Valerik87)\
**Replies:** 7\
**Last updated:** [July 1, 2023, 3:22am UTC](https://forums.unrealengine.com/t/inherite-from-udatatable/410228 "2023-07-01T03:22:33Z")

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Hi there! I’m new on Unreal so maybe what I’m trying to do isn’t allowed. I’m using DataTable but actually I want a DataTable with more feature so I started to write in c++ a class extending UDataTable (class UMyDataTa…

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## [Overriding enhanced input actions in child blueprint?](https://forums.unrealengine.com/t/overriding-enhanced-input-actions-in-child-blueprint/1212459)

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**Author:** [@DGRWGRP](https://forums.unrealengine.com/u/DGRWGRP)\
**Replies:** 0\
**Last updated:** [June 27, 2023, 3:39pm UTC](https://forums.unrealengine.com/t/overriding-enhanced-input-actions-in-child-blueprint/1212459 "2023-06-27T15:39:02Z")

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Hello, I’m currently attempting to transition my project’s input system to the updated enhanced input system due to the deprecation of action mappings and axis mappings. However, I’m encountering difficulties as I’m una…

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## [Lage name on binding event?](https://forums.unrealengine.com/t/lage-name-on-binding-event/1186902)

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**Author:** [@Doc.gdi](https://forums.unrealengine.com/u/Doc.gdi)\
**Replies:** 1\
**Last updated:** [June 2, 2023, 9:45pm UTC](https://forums.unrealengine.com/t/lage-name-on-binding-event/1186902 "2023-06-02T21:45:27Z")

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Hi to all. I was using a component with deletated events so it can be called from the owner actor. But when I try to override it in a child class it just has a very large weird name. I avoided by creating custom events a…

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## [Children of Webbrowser blueprint](https://forums.unrealengine.com/t/children-of-webbrowser-blueprint/1139080)

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**Author:** [@RobertSigner](https://forums.unrealengine.com/u/RobertSigner)\
**Replies:** 1\
**Last updated:** [April 26, 2023, 10:58am UTC](https://forums.unrealengine.com/t/children-of-webbrowser-blueprint/1139080 "2023-04-26T10:58:46Z")

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Hi, I wanted to know how I could efficiently make children of a blueprint class where only a single variable is different between the children, a url string to be precise. A parent blueprint handles the distance checks…

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