I’ve got an event set up in a parent blueprint actor to grab a reference to my player character and a reference to my Gameplay Manager blueprint and set them as variables. Then in the child blueprint, I’m grabbing the reference to the gameplay manager and then calling some more code, but I’m getting an error now that the reference is invalid. It was working earlier.
I thought all begin play and construction script code inside the parent blueprint would feed into the children. I don’t see the node for the parent’s code in the child anymore. That used to be what you saw in all children’s Event Graphs and Construction Script tabs, a link back to the parent. Also did a simple test of connecting a print string to the parent class, and when I play, it doesn’t fire from the children. Not sure what’s going on. Using 4.25.4
On children BP you can right click on the begin play node and then there is option “add call to parent function”. Then you should see orange begin play node.
Oh, I thought that used to happen automatically. Totally fixed the problem, thank you. Also, it’s strange, my default settings for variables in the parent aren’t carrying over to the children. For example, in the parent I set a default value of a float to 3.0 which works in the children if I don’t change anything, but if I change the value and then use the yellow arrow to reset to default, it gets reset to 0 and not the default value. Any idea how to fix that?
The reset icon for when you adjust a variable value. It’s not quite an arrow…
When I reset the value, rather than going to the default value I set inside the parent, it resets to 0 which is odd.
Is it your variable or relative location? Because if its not yours then default is always 0 I think. You can try to put it on begin play on your child and init it with your default value. Maybe it will help