I have an event that I’m implementing via:
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "OnEvaporated"))
void ReceiveOnEvaporated();
I have that event added to the Event Graph in the parent Blueprint Class. However, when creating a child class (via Create Child Blueprint Class,) that event isn’t automatically implemented for the child. Is there something I’m not understanding here?
As a follow up question, how does one pass an event up to the parent? Unreal automatically creates that linkage in the Event Graph for the standard events like Tick, but I see no way of doing this manually.