Calling a parent event with blueprint

Typically for something like this - the better process flow is to build 2 functions. One a function and one an event that is called by the function version.

For example, I have “StartRound()” as a function and “OnRoundStart()” as an event. When I need to trigger the start of the round, I callled RoundStart() which does all the necessary work to get the round ready (incrementing the count, cleaning up old data, getting the map staged) and then when it’s finished, it then calls OnRoundStart() which then triggers as an Event for any child-blueprint to override without fear of breaking the core functionality (kept inside the function).

If you’re designing this in C++ it would be basically
UFUNCTION(BlueprintCallable)
virtual void StartRound()
{
//Do stuff here for native implementation
BP_OnRoundstart()
}

UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName=“OnRoundStart”))
void BP_OnRoundstart();