Description

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.

Steps to Reproduce
  • Create a component with 2 events with the same signature.
  • Create an actor blueprint Parent and add the component
  • In Parent bind event A and B and connect each to a print string node
  • Create a child blueprint and bind event B
  • Place an instance of parent and child in the level
  • Add 4 on key pressed events, 1 each for calling event A and B on parent and child

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.

Community References

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-110877 in the post.

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Fixed
Fix Commit15716850
Main Commit15797488
Release Commit15716850
CreatedMar 16, 2021
ResolvedMar 16, 2021
UpdatedMay 11, 2021