Godot Version
Godot master
branch repo (at the time of topic creation - 4.5 beta 3)
Question
In GDExtension, overriding built-in methods looks like void _process(double p_delta) override;
, but in modules it doesn’t work. I found only two topics on this topic, but no one gave any answers (Override _process/_physics_process while in C++ module and Game as c++ engine module? Node inheritance and lifecycle - #11 by YanDaik). The only thing that looked like an answer was a recommendation to use overriding _notification
, but this method can’t be overridden either, like _process
, _physics_process
, _ready
and others. It feels like it’s basically impossible to do. Unfortunately, there is no documentation for the source code (or even GDExtension), so all hope is on this forum.
UPD: I’ve figured out some methods and it looks like the _notification
way is the right one (it just turned out to be protected so it doesn’t need to be overridden). But I’m not sure about the others (_input
s, _draw
). Some methods are declared as virtual, but I’m not sure if it’s still usable the same way as with GDExtension, so I still need a more experienced developer’s opinion.