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You can subclass any UClass like creating a blueprint in the editor. Just like blueprints, given class is transformed into JavascriptGeneratedClass by require('class')()(global,SourceClass).
classMyActorextendsActor{// overriding existing event// function signature is not needed for overriding; // because we already know it!ReceiveBeginPlay(){super.ReceiveBeginPlay()console.log("Hello")}Client_PlayFX(effect/*string*/)/*NetMulticast*/{console.log("fire!")}}letMyActor_C=require('uclass')()(global,MyActor)letactor=newMyActor_C(GWorld)