Cannot bind event dispatchers between two blueprints that share a parent class. This issue also occurs if you use the parent as a variable in the child. The bind event dispatcher seems to only take a self-reference.

Steps to Reproduce

1. Open Editor (QA Game)
2. Create blueprint (name it Class_A)
3. In Class_A, create an event dispatcher named "OnDeath"
4. Compile, close blueprint
5. Create two child blueprints based on Class_A (Class_B and Class_C)
6. In one of the child blueprints (Class_C), create a cast to the other (Class_B).
7. From the "As Class_B" output pin, create Bind Event to OnDeath node


Bind Event to OnDeath is created with target of self. Class_B cannot be attached to the target pin.


"As Class_B" pin connects to Target pin on "Bind Event to OnDeath" node.

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Won't Fix
ComponentUE - Gameplay - Blueprint
Affects Versions4.
CreatedJul 23, 2015
ResolvedAug 18, 2021
UpdatedAug 18, 2021