BeginPlay not being called on custom GameMode

I have an odd issue. I defined a custom GameMode class in C++. This class overrides the BeginPlay event. I then have a Blueprint game mode class that derives from my C++ class. This Blueprint class has it’s own BeginPlay event. When the game starts, my C++ BeginPlay is called, but the Blueprint BeginPlay event is not. The Blueprint event was previously called just fine before I overrode the BeginPlay event of my custom class in C++.
Any explanation why it’s behaving this way? Did I not correctly implement my C++ BeingPlay event?
Thanks.

Nevermind. I figured it out after some google searching. It appears that the Blueprint BeginPlay event is not actually the same as the C++ BeginPlay event but is instead a ReceiveBeginPlay() event that’s called by the AActor::BeginPlay function. In my case my C++ overriden BeginPlay was not calling the base class version (i.e. Super::BeginPlay), which resulted in the Blueprint BeginPlay not getting called.