Ok, I’ve finally found the problem: I forgot to call Super::BeginPlay(); in my C++ class’s BeginPlay() override. You must call Super::BeginPlay(); in order to get the derived blueprint to fire its Event Begin Play.
Ok, I’ve finally found the problem: I forgot to call Super::BeginPlay(); in my C++ class’s BeginPlay() override. You must call Super::BeginPlay(); in order to get the derived blueprint to fire its Event Begin Play.