The way in which component (and actor) events are named can result in bindings in a parent for a different event overriding the binding in a parent.
Note that when they key for event A on Child is pressed, the print node for event B on Child is output, not the print node for event A on Base.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-110877 in the post.
0 |
Component | UE - Gameplay - Blueprint Editor |
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Target Fix | 4.26.2 |
Created | Mar 16, 2021 |
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Resolved | Mar 16, 2021 |
Updated | Nov 30, 2022 |