Description

While casting to a Child, the overridden function node's target will read the parent bp.

Also being discussed in this Forum post:

https://forums.unrealengine.com/showthread.php?66846-Initialising-Objects-%28Again!-!-!-!-%29

Steps to Reproduce
  1. Open QA-Game
  2. Create an actor class bp named 'bpParent' & open it
  3. Create a Function named 'Execute' with a false boolen output (screenshot #01)
  4. Compile & save
  5. In the Content Browser, right-click the bpParent > Choose 'Create Child Blueprint Class' & open it
  6. click the option under function > Override > Execute
  7. Disconnect the bool pin from the 'ReturnNode' and set it to True (screenshot #02)
  8. Compile & save
  9. Back in the editor, add the 'bpParent_Child' to the level
  10. Create a new actor class bp named 'bpNew' & open it
  11. Create the bp in Screenshot #03
  12. Set input to player 0
  13. Compile & save
  14. Place the 'bpNew' into the level
  15. PIE > Toggle the R-key to print the value for the childs Execute function

Results: The correct value for the child bp's 'Execute' function prints but the 'Execute' function node's target reads 'Target is Bp Parent' (Screenshot #03)

Expected: For the 'Execute' function node's target to read 'Target is BpParent_Child'

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

0
Login to Vote

Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.7.54.84.164.23
CreatedApr 17, 2015
ResolvedAug 18, 2021
UpdatedAug 18, 2021