Event graphs are not inherited, but functions are. They don’t appear in the “functions” list, but can be called anyway.
Ever wondered why there’s an “override” button next to the “new function” button? That allows you to redo functions that were implemented by the parents.
I just tested giving a pawn a child and actually got this in the Event Graph:
It calls the parent’s version of this event, but I’m not sure about the specifics. Personally, I’ve only used inheritance for my guns and only as a really rough prototype. In my case, it’s basically a repository of functions like “reload” and “shoot” that are similar among children.
With a right-click, you can invoke “Add call to parent function” on any event that is implemented by the parent, to get another of those orange nodes.
And yeah, writing down is good. I have a bad habit of writing down the high-level stuff and then just doing the low-level stuff by trial and error.
This got really messy with my ammo system and UI and forced me to actually plan stuff out on paper.
When it comes to inheritance and stuff, it really helps to sit down with a sheet of paper and work out the details.
Your game looks pretty interesting, I’ll watch the video more closely later.