Software:
Unreal Engine 4.24
When It comes to OOP inheritance, the best practice is to take a moment to think about code structure and decide which classes should be be extensions of a common super-class. But in a wild hackathon or game-jam, we may be blueprinting too hastily for that, and we may find out different blueprint classes actually have to be child classes of a common parent class after they already exist and have existing blueprints in them.
In this case will have to Set their parent class as a different class than the class we chose when we initially created them, and also create calls to the parent class event functions if needed.
Setting a BP’s parent class:
Click Class Settings, and under Class Options, in the Parent Class drop-down select the wanted parent class (superclass).
Calling the Parent Class’s event functions:
Note:
When creating a BP class that is defined as child class in its creation this is done automatically
- Right-Click the current class’s Event icon, and select Add call to parent function:
- Connect the execution flow graph, and other inputs if necessary: