Spawned Actor Doesn't Execute Parent Class's BeginPlay

Hello, I have a scene that has several different types of insects interacting with each other. Every scpecies of insect is its own child class, but shares a parent class, which is where most of the blueprints for all of the insects is handled. I’m trying to make a spawner that periodically spawns one type of insect, but the problem is that it will only execute its own BeginPlay node, not that of its parent class, or any of its blueprints; it just does nothing. It is a pawn that sometimes uses a behavior tree, to I have tried using Spawn AI From Class instead, but all that does is have it execute the behavior tree once, and then do nothing. It shouldn’t use the behavior tree at all if it were reading the blueprints of the parent class, and it would behave completely differently.

How do I make a spawned actor activate the BeginPlay node of its parent class?

Every Event or Function you have in your Parent vlass, can have an override in the child class.

Normally, your child class automatically will add the call to the parent event or class, by construct.

If it is not done, you can right click the begin play and add a call to the parents begin play.

It will then look lile this:
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2 Likes

Still broken, but I’m marking this as resolved since it must be a different issue