Thanks for providing the update. Funny enough, I had/have the exact same problem… I have an Enemy_Parent class and several child enemies and I ended up (for reasons very similar to yours) needing the parent to execute common functions dependent upon unique child behaviors. I ended up binding, just as you’ve done, and it works.
HOWEVER, I’m finding that this often causes the editor to crash when I’m editing the parent blueprint… have you noticed anything similar?