Child blueprint doesn't follow logic from parent blueprint

child blueprint wont follow the logic that is in the parent blueprint, the problem is the child blueprint will attack once then starts to random roam but when the parent blueprint attacks it stays on the player until the player moves. the parent has Move to player, random roam, attack player custom events

My first thought would be that they’re running different behavior trees; can you confirm? Additionally, make sure your tasks include casts to the correct BPs.

For example: my attack tasks contain specific casting, meaning I need separate tasks per enemy character type. Not sure of your setup, but you may want to double check. See below.

No, I am not using behavior trees I’m using raw blueprints to run my zombie enemy which is the parent. hopefully this video helps it’s the blueprint layout

This is the only thing I added in the child blueprint

I’m no expert, but I’ll give you my observations.

You’ll have an issue with the IsAttacking boolean, namely the parent and child won’t be able to attack simultaneously – when the parent attacks, the child will retrieve IsAttacking already true and do nothing as coded.

Either create separate booleans, or institute a token system for simultaneous attacking. You can find youtube tutorials for token-based AI attacking, for example:

Smart Enemy AI | (Part 11: Group Enemy Combat) | Tutorial in Unreal Engine 5 (UE5)

I wanna try the boolean variables token seem like a hassle. So, you’re saying that the enemies can’t attack at once this doesn’t seem to be it, I can confirm I’ve seen two of them attack me at once it’s just that the parent stays and fight. how can I set up the Boolean choice based off my code

I created a basic version of your setup and, indeed, the parent and child attack simultaneously; so, there’s no issue with the parent’s IsAttacking boolean value propagating to the child. I didn’t need the OnSeePawn node in my child bp, so that can be removed.

But, to the actual issue, the only other thing I can think of is a collision issue. Perhaps one of either the collision sphere or scene component on your parent (or another on your player) is blocking the view of your child. Check the attached video. A quick check would be to move, scale, or disable the block of pertinent channels.