Why does my child custom event not fire?

I’m trying to re-create the child pickup example, however I want the player to be able to use powerups instead of picking them up. I have a Parent which has an Event Dispatcher called OnActivated, the Parent also has a custom event called ActivateChip which fires the Call OnActivated. Each powerup binds a Custom Event called Activate to OnActivated, then the Activate event changes for example the movement speed of the player. The ActivateChip event is fired within MyCharacter by pressing 1 and has the movement speed powerup as a Target.

The problem is that the Activate event in the child powerup is not being fired.

Also I want to use this Parent / Child structure so I can add multiple powerups later on.

Screenshots to clarify:
(The SpeedBoost variable is of typ BP_SpeedBoost_Chip, which is a child of BP_Parent_Chip).

21060-mycharacter.png

21058-parent.png

In your child blueprint, you may have to create another copy of the custom event. Try this and see if it fixes the error.

Which custom event do you mean? Duplicating Activate won’t change anything and calling ActivateChip in my Child class blueprint would take away the use of the Parent blueprint.

If you take the parent blueprint out of your viewport, does the child work? It may be that your parent is consuming the input value. To alleviate this, go to your event “1” and uncheck “Consume input”, which should be the very first checkbox in your details pane.

I didn’t have the parent blueprint in the viewport at first, however adding it doesn’t solve it either. I do have the child blueprint in the viewport though. I’ve also unchecked the “Consume input”, also for testing purposes I’ve put a breakpoint on ActivateChip in BP_ParentChip, but the editor never breaks there. So it looks like it isn’t fired, while the “1” Pressed event is fired (tested that also with a breakpoint).
Correct me if I’m wrong, but the ActivateChip event in the Parent should be fired with this setup, right?

OnActivated is an Event Dispatcher which I saw in the example: https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Blueprints_Advanced/2_5/index.html.
I don’t see why I should bind the event in the parent, because I just want to call the event dispatcher in my child blueprints. What I’m trying to do is have the player press a key to activate a powerup, there are a lot of powerup so I need a parent / child structure (I think), then I want to call an “Activate Powerup” function and at the same time be able to chose which powerup it should activate. I hope this clears things up.

Hi stefanorie,

At the bottom of that doc page may be the answer to your question. Did you make sure to “add call to parent function”?

The problem was that my Child Blueprint Actor wasn’t in the viewport, so I fixed that by using Add ChildActorComponent. Here is an overview: