Child class not firing custom events from the parent

Hi all!

Been away a while, life happens!

So now im back getting back into my coding and stumbled across an issue with custom events not firing from child classes.

In my game i have a base Tool class. All my tools will be derived from this.
I have only 2 basic custom events for Activating and Deactivating the tool.

The code to do so runs in the base class and works as intended on the child.

However, when i decide to override these events (deactivate in particular) , the code on the child does not run, but the parent still runs its code (even though i didnt specifically add that node in!?).

So in a nutshell base class fires, child only fires base class code never its own additional code with or without a call to its parent.

Have i totally misinterpreted the usage? Im sure ive done this before without issue.

Unreal 5.2 if this matters (i am betting strange crashes with this version randomly and weird log messages about package blah warnings lol)

Thanks in advance!

Stewart

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You’re still running the parent event

Also, I’ve noticed it sometimes helps to explicitly override the parent event

image

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With or without the parent node it always fires the parent not the child.

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Then override it explicitly :slight_smile:

I have used both the right click context menu to create the event node, and tried using the override menu as you pictured. Neither work, only the parent code runs.

Am i missing the point of explicitly? lol

I just tried it. Seems to work fine.

Parent

Child

It just prints ‘Child’ ( 5.2 )

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hmmm ok very strange im going to make a new event see if it does the same as you or me lol.

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ok so umm… remade the events new names nothing different and it works, like i dunno :man_shrugging: really baffling me! but thanks for the help!

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