[Feature Request] Let Construction Tick setting also apply to child blueprints

Hi!

We’re using the Construction Script to snap certain types of objects to the (custom) grid/navmesh when dragged around. For this to work, we need to set “Run Construction Script on Drag” to false. Otherwise, the object will keep trying to snap back to its original position and won’t move.

The thing is we’re going to need lots of objects derived from this base object, either direct children or more removed descendants. They don’t need any further handling in their construction script, but we’ll still always need to change the option for every one of them. Since the actual code being evaluated happens in the parent script, that’s a bit confusing.

Also note that other options changed in the parent Blueprint (Class Defaults and Class SettingsClass Options) do immediately take effect in the child Blueprint (unless overridden there), so this behavior is also inconsistent. I’d expect it to be treated the same as the Actor Tick category.

I admit this is rather minor but would it be possible to have the option affect the child blueprints’ default settings? Or adding another passed-down option that governs whether this should be the case for all Blueprint Options? Or at least have newly created child blueprints copy the parent setting?

Also, you don’t need to go to the trouble to write some snapping logic to reproduce this behavior. Simply add a Print String node to the parent object’s construction script.

By default, dragging the object around will continuously cause the message to be displayed until the object is dropped (as expected). With the setting disabled it will only print when the object is dropped (also as expected).

Since the child object uses the default setting of true, the message will always display while dragged, even if the option is set to false on the parent.