Event dispatcher target autocompletes to self and cannot be changed, when called from child blueprint

Replication from a blank project

  1. Create two actors

Parent

Child

  1. Within Parent blueprint:
  1. Make a variable of type Parent called AnotherParent
  2. Make an EventDispatcher called OnPlay
  1. As seen in the gif below, within Child blueprint attempt to assign or bind the OnPlay EventDispatcher of AnotherParent

110128-gif.gif

And here is what should happen (this is what happens in the Parent blueprint):

110130-gif1.gif

Should note that assigning and binding both do not work, forgot to show it in the first gif.

Update: You can bypass this bug by copy and pasting the working nodes from the parent blueprint to the child blueprint.

Hello,

I have reproduced your issue, and have entered a bug report which you can track here: Unreal Engine Issues and Bug Tracker (UE-37117)

Thank you for your report.

Have a great day

Still seems to be broken.
Alas the workaround the cut and paste from parent to child seems not to work either :frowning:

The actual workaround is to make the node in a blueprint that is not related to the hierarchy and then copy paste it to the target blueprint.