Yes, read it a weep. Inheritance works just fine, but child actor blueprints are best avoided…
PS: you drag a pin from the child actor reference and look for ‘get child actor’.
PPS: The concept of inheritance is not applicable here. That applies when you right click a blueprint in the content browser and choose ‘make child blueprint’. Then you get all the events and functions passed down.
The situation we have here, is not really parent / child, it’s a child actor blueprint component, inside a blueprint.
I’ve been trying to figure this out for 2 days and nothing works. I started with a big blueprint in my game but now I’ve coded a small example of the problem. I have a table with a candle on it that can either be lit or unlit. I have a light parent blueprint and the candle is the child of it. The table is the main blueprint and looks like this:
So, there are events in the parent blueprint for the candle. At first I thought that I could just call those functions inside the table blueprint, but they don’t even show up there, even though I have a refernce to the child. Why can’t I execute an event in the child’s parent from the table blueprint? Are those events not inherited by the child? That doesn’t make sense to me. So, I thought, I’ll just do an interface to do this. I did that and I do have references to the interface functions in the table blueprint and I can code it all up but when I run it, it doesn’t call the parent interface functions at all. So, I guess I have 2 problems that are similar. 1)Why don’t the parent events/functions show up in the table blueprint? 2)Why, when I call the interface events do they not execute in the parent blueprint? This seems so simple and common but I can’t make it work… frustrated!
Thank you so much for your reply! I didn’t think to do the cast but I wouldn’t have thought that I’d need to ‘get child actor’. That works just fine for events/functions. Why do the interface functions not work? I’m just trying to get a handle on this.