[5.6.1] Blueprint Events are not firing

I have a BP class that derives from an abstract C++ class, and as far as I can tell, the events aren’t being called for the BP class. Tested with BeginPlay, EndPlay, and Tick.

  1. BeginPlay is confirmed being called on the parent class; I don’t think I’ve done anything unusual to say “don’t call the child class version.”

  2. Functions defined in the BP class still work when called.

  3. BlueprintImplementableEvents also work, so this issue is not critical (yet), just annoying.

  4. This is also happening with an Animation BP. Functions can be called; Events don’t fire.
    a. Property Accessors are returning the wrong values, but that might be thread timing or something. I can get the correct value by other functions, so again not critical.

  5. Level BP Events, on the other hand, are working fine.

EDIT: for clarity, adding Super::BeginPlay() is what fixed it.

Hey @NullBlack !

Could you possibly post some of the code? So we can check things like if Super : : is being called and other little things that are unique to UE C++? :slight_smile:

Thanks! Looking forward to looking it over. Don’t forget you can wrap the code with a button on the post UI (it’s probably hidden by the “+”)

Why did that (adding Super::BeginPlay()) fix all of it?? BeginPlay wasn’t the only event that wasn’t working. The derived Blueprint wasn’t the only one not working. The Blueprint is a child, not the parent. WHY.

Don’t worry too much about it! We all forget the little stuff sometimes. Super has to be in the code for it to call up to the parent for the beginplay/tick/etc. :slight_smile: We’re all still learning in this world, you know? :slight_smile: