# \#child-class

**URL:** https://forums.unrealengine.com/tag/child-class/3743.md

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## [Child widget won't appear inside other widget](https://forums.unrealengine.com/t/child-widget-wont-appear-inside-other-widget/2717867)

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**Author:** [@BluAstronaut](https://forums.unrealengine.com/u/BluAstronaut)\
**Replies:** 4\
**Last updated:** [May 28, 2026, 7:27am UTC](https://forums.unrealengine.com/t/child-widget-wont-appear-inside-other-widget/2717867 "2026-05-28T07:27:36Z")

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I have a widget that acts as the player HUD, it is the master widget. I have an inventory that spawns the slots as child widgets. I have another actor which is a container. It has its own widget which spawns its childre…

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## [Inherited AI Perception no longer works only for certain child classes。](https://forums.unrealengine.com/t/inherited-ai-perception-no-longer-works-only-for-certain-child-classes/2675766)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 2\
**Last updated:** [November 18, 2025, 6:32am UTC](https://forums.unrealengine.com/t/inherited-ai-perception-no-longer-works-only-for-certain-child-classes/2675766 "2025-11-18T06:32:31Z")

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AI Perception does not work for a specific child class, even though it has the exact same parameters as the parent class and has not been overridden. Other child classes work fine, and the class that is currently having …

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## [Using a Child Blueprint Class for enemy AI from Player Blueprint Class](https://forums.unrealengine.com/t/using-a-child-blueprint-class-for-enemy-ai-from-player-blueprint-class/2277258)

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**Author:** [@badboys0608](https://forums.unrealengine.com/u/badboys0608)\
**Replies:** 1\
**Last updated:** [September 26, 2025, 9:01am UTC](https://forums.unrealengine.com/t/using-a-child-blueprint-class-for-enemy-ai-from-player-blueprint-class/2277258 "2025-09-26T09:01:33Z")

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Hi, I’m working on a third person horror shooter and planning out the AI now, the player character is ready but i don’t want to code all the similar actions that the player shares. Instead, i was wondering if I can creat…

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## [Accessing Child Events/Functions From Child Class/Actor](https://forums.unrealengine.com/t/accessing-child-events-functions-from-child-class-actor/2002511)

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**Author:** [@Gardx](https://forums.unrealengine.com/u/Gardx)\
**Replies:** 2\
**Last updated:** [September 3, 2024, 8:44pm UTC](https://forums.unrealengine.com/t/accessing-child-events-functions-from-child-class-actor/2002511 "2024-09-03T20:44:26Z")

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Hi, I have been working on a combat system and weapon equipping I have a Parent class called BP\_Weapon from this I have derived Child Classes of BP\_Sword and BP\_Bow, of which functions/events are available on the child…

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## [Switch Between Child Blueprints in Parent Blueprint?](https://forums.unrealengine.com/t/switch-between-child-blueprints-in-parent-blueprint/1820141)

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**Author:** [@Anthony\_Dimovski](https://forums.unrealengine.com/u/Anthony_Dimovski)\
**Replies:** 1\
**Last updated:** [June 7, 2024, 11:27pm UTC](https://forums.unrealengine.com/t/switch-between-child-blueprints-in-parent-blueprint/1820141 "2024-06-07T23:27:30Z")

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Hello, Not sure if it’s even possible. But I’m looking how to swap between blueprints using a ‘master’ BP which I can place down in the level to quickly put together a set of roads, while keeping intact all the variable…

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## [Variables Set as Not Instance Editable Still Showing on Children Blueprints](https://forums.unrealengine.com/t/variables-set-as-not-instance-editable-still-showing-on-children-blueprints/718233)

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**Author:** [@Moose13](https://forums.unrealengine.com/u/Moose13)\
**Replies:** 4\
**Last updated:** [November 30, 2022, 7:58am UTC](https://forums.unrealengine.com/t/variables-set-as-not-instance-editable-still-showing-on-children-blueprints/718233 "2022-11-30T07:58:28Z")

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I’ve set my parent class’ variables as either Instance Editable or not Instance Editable as desired, but the child class displays several variables that should be hidden. Any idea why that is and how to fix it?

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## [Getting rid of functionality in child character class](https://forums.unrealengine.com/t/getting-rid-of-functionality-in-child-character-class/468887)

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**Author:** [@donkeykongy323](https://forums.unrealengine.com/u/donkeykongy323)\
**Replies:** 7\
**Last updated:** [October 22, 2022, 8:13am UTC](https://forums.unrealengine.com/t/getting-rid-of-functionality-in-child-character-class/468887 "2022-10-22T08:13:00Z")

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If i have print strings in my parent character class that i want to get rid off in the child character class, how do i do this? I also want to get rid of some of the logic in there

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## [Get overlapping actors and displaying floating text above child actors](https://forums.unrealengine.com/t/get-overlapping-actors-and-displaying-floating-text-above-child-actors/486586)

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**Author:** [@Cyan-Eyed](https://forums.unrealengine.com/u/Cyan-Eyed)\
**Replies:** 0\
**Last updated:** [July 25, 2021, 2:09pm UTC](https://forums.unrealengine.com/t/get-overlapping-actors-and-displaying-floating-text-above-child-actors/486586 "2021-07-25T14:09:02Z")

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I currently have a weighted loot table that will drop items based on a raffle system. When an enemy is killed, it drops a loot item. I’m working on having floating text display the name of the item that is dropped but I’…

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## [Overlapping doesn' happen](https://forums.unrealengine.com/t/overlapping-doesn-happen/479411)

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**Author:** [@user\_03f0a1364975325bb3762b9b0e48114788315f551ac1f0f104b5b5](https://forums.unrealengine.com/u/user_03f0a1364975325bb3762b9b0e48114788315f551ac1f0f104b5b5)\
**Replies:** 3\
**Last updated:** [March 16, 2021, 8:59am UTC](https://forums.unrealengine.com/t/overlapping-doesn-happen/479411 "2021-03-16T08:59:26Z")

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What I want is, When player is overlapping with DangerZone, give him some messages. I made OnActorBeginOverlap function in “Zone” class and “DangerZone” is child class of " Zone" class. No VS or UE4 errors but also No …

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## [C++ access public variable from child class](https://forums.unrealengine.com/t/c-access-public-variable-from-child-class/476248)

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**Author:** [@NelsonYan](https://forums.unrealengine.com/u/NelsonYan)\
**Replies:** 0\
**Last updated:** [December 24, 2020, 8:02pm UTC](https://forums.unrealengine.com/t/c-access-public-variable-from-child-class/476248 "2020-12-24T20:02:11Z")

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Hi. I am trying to open the door in my scene by the default pawn. The door has Actor component ‘ManualDoor’ assigned to it. I created child class derived from ManualDoor, called RemoteOpen2 and assigned it to the default…

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## [If if create a child class for a character and then change the mesh in the child class, the updated mesh should show up when using this child class right? if not, how would you do so?](https://forums.unrealengine.com/t/if-if-create-a-child-class-for-a-character-and-then-change-the-mesh-in-the-child-class-the-updated-mesh-should-show-up-when-using-this-child-class-right-if-not-how-would-you-do-so/468213)

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**Author:** [@donkeykongy323](https://forums.unrealengine.com/u/donkeykongy323)\
**Replies:** 18\
**Last updated:** [July 16, 2020, 3:36pm UTC](https://forums.unrealengine.com/t/if-if-create-a-child-class-for-a-character-and-then-change-the-mesh-in-the-child-class-the-updated-mesh-should-show-up-when-using-this-child-class-right-if-not-how-would-you-do-so/468213 "2020-07-16T15:36:50Z")

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It should and it does: So the question is: how are you doing it?

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## [Thumbnails Not Showing Properly on Child BPs](https://forums.unrealengine.com/t/thumbnails-not-showing-properly-on-child-bps/325922)

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**Author:** [@Zaggoth](https://forums.unrealengine.com/u/Zaggoth)\
**Replies:** 7\
**Last updated:** [April 24, 2019, 1:06pm UTC](https://forums.unrealengine.com/t/thumbnails-not-showing-properly-on-child-bps/325922 "2019-04-24T13:06:20Z")

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Hello! I’m having a very specific problem. Our game has the following structure for items. In this example, I’ll use a Battery. (Like what you would use to power a flashlight.) ItemParentBP (Base Mesh is there, but it…

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## [Child of object is directly of object class, why?](https://forums.unrealengine.com/t/child-of-object-is-directly-of-object-class-why/431370)

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**Author:** [@the\_nikola](https://forums.unrealengine.com/u/the_nikola)\
**Replies:** 3\
**Last updated:** [September 21, 2018, 11:16am UTC](https://forums.unrealengine.com/t/child-of-object-is-directly-of-object-class-why/431370 "2018-09-21T11:16:55Z")

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Hi, I’m trying to create a variable of a custom class; let’s call it X; and fill it with children of X. If I create X as child of uobjectcore.object, the children of X will also be direct children of object instead chil…

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## [Child class won't compile because base class has errors, but they're not listed in the console](https://forums.unrealengine.com/t/child-class-wont-compile-because-base-class-has-errors-but-theyre-not-listed-in-the-console/364600)

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**Author:** [@anonymous\_user\_f43b8681](https://forums.unrealengine.com/u/anonymous_user_f43b8681)\
**Replies:** 15\
**Last updated:** [July 25, 2018, 1:25am UTC](https://forums.unrealengine.com/t/child-class-wont-compile-because-base-class-has-errors-but-theyre-not-listed-in-the-console/364600 "2018-07-25T01:25:21Z")

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A child class of mine has errors due to new functionality added to a base class, however the console will not tell me what the errors are, only that they exist. Any way to get the errors?

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## [How Do I use Hit Event to Make an If/Else Collision?](https://forums.unrealengine.com/t/how-do-i-use-hit-event-to-make-an-if-else-collision/414470)

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**Author:** [@KennDamon](https://forums.unrealengine.com/u/KennDamon)\
**Replies:** 6\
**Last updated:** [January 14, 2018, 9:45am UTC](https://forums.unrealengine.com/t/how-do-i-use-hit-event-to-make-an-if-else-collision/414470 "2018-01-14T09:45:04Z")

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I'm pretty new to Unreal 4, and I'm trying to make it so when, on this FPS template, when i shoot the object, it turns red, and when the character touches it, it turns green. For whatever reason, the blueprint will on…

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## [Default values not correct on mobile devices](https://forums.unrealengine.com/t/default-values-not-correct-on-mobile-devices/413982)

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**Author:** [@wzspdw](https://forums.unrealengine.com/u/wzspdw)\
**Replies:** 2\
**Last updated:** [January 7, 2018, 3:30pm UTC](https://forums.unrealengine.com/t/default-values-not-correct-on-mobile-devices/413982 "2018-01-07T15:30:58Z")

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And, there was another problem that sometimes some node of child class didnt execute when running on mobile device, however they worked fine on PC and I’ve tried tracing each of them but found nothing wrong…

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## [Child blueprint does not call parent BeginPlay unless overriden (in BP Nativized Shipping Builds)](https://forums.unrealengine.com/t/child-blueprint-does-not-call-parent-beginplay-unless-overriden-in-bp-nativized-shipping-builds/402804)

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**Author:** [@hdelattre](https://forums.unrealengine.com/u/hdelattre)\
**Replies:** 3\
**Last updated:** [October 21, 2017, 1:32am UTC](https://forums.unrealengine.com/t/child-blueprint-does-not-call-parent-beginplay-unless-overriden-in-bp-nativized-shipping-builds/402804 "2017-10-21T01:32:47Z")

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I have an abstract BaseProjectile base class that my MinigunProjectile inherits from. The only change on the MinigunProjectile is that it sets the default template for the projectile particle (inherited from BaseProjecti…

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## [Child class can't call parent class event dispatcher on other instances of that child class](https://forums.unrealengine.com/t/child-class-cant-call-parent-class-event-dispatcher-on-other-instances-of-that-child-class/403614)

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**Author:** [@Yun-Kun](https://forums.unrealengine.com/u/Yun-Kun)\
**Replies:** 2\
**Last updated:** [September 9, 2017, 9:45am UTC](https://forums.unrealengine.com/t/child-class-cant-call-parent-class-event-dispatcher-on-other-instances-of-that-child-class/403614 "2017-09-09T09:45:58Z")

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Hello there :slight\_smile: Bug: Child class can’t call parent class event dispatcher on other instances of that child class. Reproduction steps are quite simple: Create blank project (tried on Third Person Example) C…

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## [Casting Actor class to child class derived from it?](https://forums.unrealengine.com/t/casting-actor-class-to-child-class-derived-from-it/393824)

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**Author:** [@errur](https://forums.unrealengine.com/u/errur)\
**Replies:** 0\
**Last updated:** [May 17, 2017, 9:43am UTC](https://forums.unrealengine.com/t/casting-actor-class-to-child-class-derived-from-it/393824 "2017-05-17T09:43:38Z")

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I’ve run into specific issue/a bug. I’ve created a new C++ class that extends the Actor class and implements the gameplay tags interface as in this tutorial (Using GameplayTags | Shooter Tutorial). The class is called Ta…

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## [Event Dispatcher of Parent Class Inaccesible in Child Class](https://forums.unrealengine.com/t/event-dispatcher-of-parent-class-inaccesible-in-child-class/393427)

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**Author:** [@Dirtsleeper](https://forums.unrealengine.com/u/Dirtsleeper)\
**Replies:** 2\
**Last updated:** [May 15, 2017, 5:47pm UTC](https://forums.unrealengine.com/t/event-dispatcher-of-parent-class-inaccesible-in-child-class/393427 "2017-05-15T17:47:42Z")

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Class A has an Event Dispatcher Class B is a child of Class A Class B cannot bind to the Event Dispatcher of an instance of Class A, only Class B. Attached is a clean project replicating this issue. link text

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## [BlueprintNativeEvent - Override TestFunc in grandchild, then child, results in grandchild's override becoming TestFunc\_0](https://forums.unrealengine.com/t/blueprintnativeevent-override-testfunc-in-grandchild-then-child-results-in-grandchilds-override-becoming-testfunc-0/386818)

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**Author:** [@anonymous\_user\_987ed909](https://forums.unrealengine.com/u/anonymous_user_987ed909)\
**Replies:** 4\
**Last updated:** [March 9, 2017, 6:48pm UTC](https://forums.unrealengine.com/t/blueprintnativeevent-override-testfunc-in-grandchild-then-child-results-in-grandchilds-override-becoming-testfunc-0/386818 "2017-03-09T18:48:01Z")

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bool AParent::TestFunc\_Implementation() { unimplemented() return false; } You define this in your cpp, but don’t declare it in your .h? Or did you just not show that part of your .h? That might be it.

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## [Created some spawners for my enemy actors so that I could place the enemies in their correct locations in editor but spawn them at a later time using triggers. But they only function properly when I trigger them on level load](https://forums.unrealengine.com/t/created-some-spawners-for-my-enemy-actors-so-that-i-could-place-the-enemies-in-their-correct-locations-in-editor-but-spawn-them-at-a-later-time-using-triggers-but-they-only-function-properly-when-i-trigger-them-on-level-load/380580)

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**Author:** [@guitarguy109](https://forums.unrealengine.com/u/guitarguy109)\
**Replies:** 0\
**Last updated:** [December 31, 2016, 1:10pm UTC](https://forums.unrealengine.com/t/created-some-spawners-for-my-enemy-actors-so-that-i-could-place-the-enemies-in-their-correct-locations-in-editor-but-spawn-them-at-a-later-time-using-triggers-but-they-only-function-properly-when-i-trigger-them-on-level-load/380580 "2016-12-31T13:10:57Z")

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–The Problem I am having.– So I have several classes that I am working with. A parent class that powers the functionality of the actor being spawned and which all child classes will be derived from. So far I have only o…

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## [Failed building connection \[...\] Child Reference is not compatible with Parent (4.10, Blueprint)](https://forums.unrealengine.com/t/failed-building-connection-child-reference-is-not-compatible-with-parent-4-10-blueprint/351284)

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**Author:** [@KovaaK](https://forums.unrealengine.com/u/KovaaK)\
**Replies:** 14\
**Last updated:** [July 28, 2016, 1:49pm UTC](https://forums.unrealengine.com/t/failed-building-connection-child-reference-is-not-compatible-with-parent-4-10-blueprint/351284 "2016-07-28T13:49:55Z")

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I’ve been having problems on UE 4.10.4 where children actors of a parent aren’t being allowed to be used as their parents. The specific example I’ve got is one in which there is a ParentSpell actor, and a SpellTeleport …

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## [Child BP not restoring Character Animation](https://forums.unrealengine.com/t/child-bp-not-restoring-character-animation/364383)

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**Author:** [@Walid\_Chekkouri](https://forums.unrealengine.com/u/Walid_Chekkouri)\
**Replies:** 0\
**Last updated:** [July 18, 2016, 1:52pm UTC](https://forums.unrealengine.com/t/child-bp-not-restoring-character-animation/364383 "2016-07-18T13:52:41Z")

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Hi,i’m trying to make my TPS character steps inside a JetSki and possess it,id want to use any tricky stuff to do it,so i used a ChildBp. add it to the JetSkiBP.And when i possess the JetSki i change my TPS animation,and…

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## [Overriding a function creates an Event instead of making a new function](https://forums.unrealengine.com/t/overriding-a-function-creates-an-event-instead-of-making-a-new-function/323470)

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**Author:** [@JoystickMonkey](https://forums.unrealengine.com/u/JoystickMonkey)\
**Replies:** 2\
**Last updated:** [July 12, 2016, 12:57am UTC](https://forums.unrealengine.com/t/overriding-a-function-creates-an-event-instead-of-making-a-new-function/323470 "2016-07-12T00:57:06Z")

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In 4.8.1, I have a class where if I override a function in a child class, an event will be created by the name of the function instead of creating a new function. Other classes and their children will properly do this. I…

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## [How work the ConstructionScript functions from a parent class in a child class](https://forums.unrealengine.com/t/how-work-the-constructionscript-functions-from-a-parent-class-in-a-child-class/283852)

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**Author:** [@Loux\_xavier](https://forums.unrealengine.com/u/Loux_xavier)\
**Replies:** 1\
**Last updated:** [October 15, 2015, 1:56am UTC](https://forums.unrealengine.com/t/how-work-the-constructionscript-functions-from-a-parent-class-in-a-child-class/283852 "2015-10-15T01:56:36Z")

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\_ \[EN\] \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_ Hello! To explain to you clear the class I “FE\_Player” which is parent the class “FE\_BasicPawn”. In the ConstructionScript of …

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## [How can I force blueprint to re-import c++ changes?](https://forums.unrealengine.com/t/how-can-i-force-blueprint-to-re-import-c-changes/327642)

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**Author:** [@NoobsDeSroobs](https://forums.unrealengine.com/u/NoobsDeSroobs)\
**Replies:** 2\
**Last updated:** [August 4, 2015, 5:14pm UTC](https://forums.unrealengine.com/t/how-can-i-force-blueprint-to-re-import-c-changes/327642 "2015-08-04T17:14:40Z")

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I wrote a class that have some variables. Some primitives and some not. Any changes I make to the base class or any of its variable objects are not reflected in the in editor behavior. I tried remaking the BP class and t…

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## [Blueprints: Some modified variables of Custom Components will reset if changes are made to custom component parent classes](https://forums.unrealengine.com/t/blueprints-some-modified-variables-of-custom-components-will-reset-if-changes-are-made-to-custom-component-parent-classes/323444)

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**Author:** [@JoystickMonkey](https://forums.unrealengine.com/u/JoystickMonkey)\
**Replies:** 4\
**Last updated:** [July 1, 2015, 10:24pm UTC](https://forums.unrealengine.com/t/blueprints-some-modified-variables-of-custom-components-will-reset-if-changes-are-made-to-custom-component-parent-classes/323444 "2015-07-01T22:24:14Z")

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I’m working on a game with a variety of different units and skills, and skills are given to units in the following manner: Skills are custom components, with “Skill” as a base class that inherits from Custom Component, …

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## [Failed to add Class, compiler error](https://forums.unrealengine.com/t/failed-to-add-class-compiler-error/311394)

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**Author:** [@Omar\_Vector\_dupe](https://forums.unrealengine.com/u/Omar_Vector_dupe)\
**Replies:** 0\
**Last updated:** [March 17, 2015, 2:59pm UTC](https://forums.unrealengine.com/t/failed-to-add-class-compiler-error/311394 "2015-03-17T14:59:26Z")

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I searched alot about this case and I found some relative posts about this issue, But I think mine is a little bit diff, however I Can’t really find out what I’ve to do. 1-When adding a childClass from editor it send m…

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## [Blueprint Class overridden functions in packaged game](https://forums.unrealengine.com/t/blueprint-class-overridden-functions-in-packaged-game/310880)

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**Author:** [@Zexus](https://forums.unrealengine.com/u/Zexus)\
**Replies:** 3\
**Last updated:** [March 14, 2015, 2:52pm UTC](https://forums.unrealengine.com/t/blueprint-class-overridden-functions-in-packaged-game/310880 "2015-03-14T14:52:08Z")

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Hello, I use blueprint class inheritance in my project. My parent class has a tick event that I use in the children classes. The children don’t have any additional tick behaviour though they call their parent’s tick and …

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