![]() ![]() The expected output is “Hello From Parent Class” on screen. Now when custom parent event is fired the child code will run and the parent code will run. To make sure the parent code runs during the event, right click the specific event and click Add Call to Parent Function. When accessing parent functions and events you are stopping the parent code from running. If you want your child to have different behaviors on the same key presses you can leave this checked. Un-checking the “Override Parent Binding” box will run both sections of code. ![]() To make sure the parent code runs as well as the child code on these key inputs, click on the input and look to the right of the details panel. This child class will now print 10 on key press 1 and 20 on key press 2. Key events will override any code that is on the same parent event. Right clicking inside your child blueprint class and typing the name of your functions and events will give you access to them. ![]() Right clicking and searching for your parent variables will reveal them in the default section. Inside the child actor there are no visible variables of the left side. To create a new class based on a previous simply right click your chosen class in the content browser and click create child blueprint. Child Class Creating a child classĬreating a child class from your chosen parent class is very easy. Pressing 1 will set this float value to 1 and pressing 2 will set the float value to 2. To demonstrate, I have created two keybinds, an event, a function and a float variable. If you don’t know how to use input actions and input axes click here for a detailed run down on how to include these powerful events into your project. All of these attributes will be shared to our child actors. This actor can now be filled with events, input actions, variables, functions and more. To start, create a new blueprint actor and name it ParentActor. 3 Conclusion Parent Class Creating the Parent Class ![]()
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