Blueprint Class overridden functions in packaged game

Hello, I use blueprint class inheritance in my project. My parent class has a tick event that I use in the children classes. The children don’t have any additional tick behaviour though they call their parent’s tick and it functions properly in the Engine’s viewport. The problem is in the packaged game (Win32 Version) the Tick event isn’t called at all.

I temporarily fixed it by implementing the same tick event in each child and removing the one in the parent class.
I’m facing this bug in the 4.7.2 version while my old 4.6.0 was fine.
Thanks.

You shouldn’'t have to do this if your child classes aren’t defining Tick… but what happens if you put your tick blueprint in the parent then in the children classes add a tick event, right click the tick event, click Add call to parent function, and connect that to the event?

I tried that…everything is fine in the engine’s viewport but not in the packaged game.

Howdy Zexus,

Thank you for reporting this issue. I have been able to replicate what you have been seeing internally. I have placed Jira ticket UE-11862 into our bug database so that the issue may be resolved in a future release.

At this time, I am unsure as to when this issue will be implemented into the engine but I will be sure update you as I know more.

Thanks and have a great day!