Avoiding Blueprint HELL?

Just think, you create a copy of a blueprint because maybe you had to re-parent it to a C++ class… then you update an object reference in your blueprints to reflect this change…

BOOM! Watch your blueprints explode! Welcome to Blueprint HELL!!

Well maybe i’m exaggerating for effect (yes most def) but we’ve all been there.

I’ve seen a blueprint library out two there that try to handle certain thngs, but I’m not sure:

Is it’s possible to modularize / protect references (with BP functions) to avoid major blueprint breakage when references change?

Just checking with you folks who are most certainly smarter then me :slight_smile: - Thanks!