Description

In a Blueprint Nativized Packaged Game a child Blueprint will trigger its parent logic instead of its own when it is called.

This was reported in 4.20 Preview 5 (CL-4173640). This issue has been reproduced in 4.18.3 (CL-3832480) and 4.19.2 (CL-4033788).

Steps to Reproduce
  1. Open the UE4 Editor
  2. Create an Actor Blueprint named 'Parent' and open it
  3. In the Event Graph add a Print String to Event BeginPlay that says "Parent"
  4. Right click on Parent and create a Child Blueprint. Name it Child.
  5. In the Child blueprint delete anything that isn't the Event BeginPlay node.
  6. Add a Print String to the Event BeginPlay node that says "Child"
  7. Create a new Level.
  8. In that Level's Level Blueprint add an Event BeginPlay node and connect a Spawn Actor from Class node to it.
  9. Select the Child blueprint from the list for Class and add a Make Transform node to connect to Spawn Transform.
  10. Play in Selected Viewport and "Child" will be displayed
  11. In the Project Settings under Packaging set Blueprint Nativization Method to Inclusive
  12. Package the Project for Windows 64 bit and open the .exe when in ts finished

OR

  1. Open attached project
  2. Play in Selected Viewport and "Hello - Child" will be displayed
  3. In the Project Settings under Packaging set Blueprint Nativization Method to Inclusive
  4. Package the Project for Windows 64 bit and open the .exe when in ts finished

Results: The Parent BeginPlay function is triggered

Expected: The Child BeginPlay function is triggered

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Won't Fix
ComponentUE - Gameplay
Affects Versions4.18.34.19.24.20
CreatedJul 5, 2018
ResolvedJul 15, 2021
UpdatedJul 19, 2021