How to properly use Blueprint Native Event? C++ Epic Developer ...
Here's my situation. I'm trying to have a base parent class (UsableActor) and a child class that extends from it (UsableActorActivator) I need UsableActor to have a function called OnUsed, and I need UsableActorActivator to override this function. However, I want to be able to create a child blueprint of UsableActorActivator and a create an event of OnUsed, to add more functionality ...