How to use the events of a base director class in the level sequence editor?

This is clearly a bug. There’s another case where this issue can be bypassed, but it’s not practical for regular use.

  1. Create the event in the child class — let’s call it TestEvent.
  2. In the Event Track, create a new event that calls TestEvent.
  3. Go to the parent class and create TestEvent there (with the same parameters, if any).
  4. Go back to the child class, delete TestEvent, and compile both Blueprints.

When you play the sequence, the event in the parent class is called correctly, even though TestEvent was removed from the child class.
However, if you add another event to the Event Track and try to bind it to TestEvent, it will create a new TestEvent in the child class that simply calls the parent class again.

How can this bug be reported? It’s been around for almost 5 years now… @EpicDeveloper