Blueprint Inheritance in UE5

Okay, I see what is going on but I think you’re conflating two issues.

Regardless of anything else this absolutely should be happening. You won’t be able to override that behavior in the Child with the current implementation, but that’s different than it not happening. Maybe the Parent one gets replaced by the Child one for some reason if you try to do it in both??

Yeah, for whatever reason an event created as a delegate handler can’t be overridden (or collapsed to a function, go figure).
The way you could work around this is to use the BeginOverlap event to call your own custom event of the blueprint itself. Then you’d be able to override that function and include the “call parent” node.

■■■■, that’s pretty annoying.

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