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Override Blueprint Function
hasezoey edited this page Nov 7, 2017
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3 revisions
// "MyActor" should be replaced with the Blueprint that you want
class MyActor extends Blueprint.Load('/Game/MyActor').GeneratedClass {
// "/Game/(Path to BP)" "/Game/" can be seen as Content in Unreal's browser
Function_To_Override() {
return;
}
}
var MyActor_C = require('uclass')()(global, MyActor);
function main() { //main function thats defined at buttom
if (GWorld.IsServer) { //executes only on server / host
var actor = new MyActor_C(GWorld, { X: 1 }); //creates the actor
return () => {
actor.DestroyActor();
}
}
}
try { //setup / init
module.exports = () => {
var t = main();
return function () {
t();
}
}
}
catch (e) {
require('bootstrap')('BP_Function_Override'); // replace "BP_Function_Override" with the js file name
}
to return a value, that was defined in the Blueprint Editor:
Function_To_Override() {
return {
var_name_from_BP_here: 'value you want to'
};
}
- return does somehow not function when returning in an async function (like in a callback from
request
)