Hello again, I was wondering if anyone could help me out with a problem I’m currently having.
So I have blueprint setup for damaging enemies by jumping on them, but the setup I’ve been using for a while now has been a colossal mess that is simply not feasible for having tons & tons enemies, bosses & any other object that the player can interact with by jumping on them.
In order to simplify mess I decided to create a Parent blueprint that would communicate the jump collision events to all the child enemy blueprints. As part of process, I created two empty functions within the Enemy Class parent blueprint, Jump Collision and Enemy Dead, that would be overwritten within the child enemy blueprint with the actual coding:

Unfortunately though, for whatever reason the events aren’t working at all. I have no idea why it isn’t working, although I have noticed that the original version without the Parent & Child blueprint setup still works, so the problem appears to be specifically with how the Parent blueprint is communicating with the Child one.
Does anyone have any idea why isn’t working?
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How did you overwrite them?
I just chose to override the functions from the Functions section of the child blueprints. As per tutorial [Link], I deleted the parent functions and replaced them with the above coding. I tried restoring the parent functions to see if that would work but it didn’t.
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Can anyone please help me out? I’ve tried searching for tutorials online on how to override functions for a child blueprint but I haven’t been able to find anything to help me
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Okay, so I’m fairly certain that the problem is an issue of casting.
When I tried reducing the main character’s baseball bat collision to just the Apply Damage node, the collision with the enemy parented to the Enemy Base blueprint started working.
Before:
After:
After watching a couple of videos, I learned that casting wasn’t always the best idea which when I stopped and thought about it, I seemed to recall having a past incident regarding using casting when I shouldn’t have.
The problem though is that I can’t just simply use the Apply Damage node by itself as I don’t want damage to the enemy to be always applied when attacked. There are circumstances in which I would like certain enemies to be immune to certain attacks as well as other events that to be determined on a enemy to enemy basis.
Evidently, a interface blueprint is probably the way to go but I have no idea on how to make it for my purposes. I’ve tried watching a number of tutorial videos online but they haven’t helped me in trying to figure how to restructure my setup so that my various characters’ actions can interact with the enemy through the interface.
Can please help me out, I really don’t know what I’m doing with . 