I created a class called BasePawn which inherits from Unreal Engine’s default ACharacter class. Inside that class, there’s an actor component that’s called HealthSystemComponent and it’s public with the following UPROPERTY specifiers "(VisibleAnywhere, BlueprintReadOnly, Category = “Components”).
The idea is for this class called BasePawn to be the parent class of all actors who are supposed to be characters but with other things attached to them.
In Unreal Engine I created a blueprint variant of the BasePawn class and added the following code to test if the component is working:

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As you can see it’s working fine, but then I created another actor called PlayableMainCharacter that inherits from the BasePawn which should be exactly the same and even added the same code to the blueprint version that you see above but I got the opposite:
Visual Illustration of the inheritance:
In the visual that you see above I demonstrate what I want to achieve.
Does anyone know how to fix this?

