Child-Level Blueprint Do Not Call Parents Begin Play by default

Issue: When creating your own Level Script Actor Class within Project Settings->General Settings->Level Script Actor Class and adding logic (in our case in the Begin Play) in the new Level Script Actor Class this is not autmatically executed in child-levels. To solve this we have to go into each child-level and do some change (e.g. move a node one step) just to be able to save the child-level blueprint. CTRL+SHIFT+S does not help, you have to actively go into each child-level and save them manually. Imagine having 100 levels, this will become cumbersome.

**To reproduce the bug (see images below): **

  1. Create a new Level Script Actor Class within Project Settings (we named it TestLevelScriptActor).
  2. Restart the engine (for some reason we have to do this for new levels to inherit from the correct Level Script Actor Class)
  3. Open the newly created Level Script Actor Class and add a Print String to begin play.
  4. Create a new persistent level and open it.
  5. Press play, note that no Print String has executed.
  6. Open the level blueprint and make sure that the parent class is set to (in our case) TestLevelScriptActor.
  7. Move one of the nodes, so that the * appears next to the levels name.
  8. Save the blueprint.
  9. Press play and the Print String will execute.

Im just assuming that this is not the intended behaviour, and if it is, is there a way to solve it? This will slow down development for us quite substancially and it would be great if this could be solved!

Cheers! See images for reference to Reproducing steps.

218681-3.png

218683-7.png

Hi Nofyt,

A bug report has been created for this.
You can follow it here UE-51974

Thank you,
Jeff