Blueprint with customizable components

Hello!
I’d like to create a specific blueprint actor and was wondering what would be the correct way to do this. I’m creating an arcade game with multiple levels. The base of the level has mutliple shapes and varies in components amount etc but is roughly made of the same actors so I want to have one base actor allowing me to customize the whole base instead of creating it a new for each level which brings many problems.

  • The actor would have multiple children actor components of other actors.

  • I would like to be able to remove some of the components of thieblueprint instance once it is placed in the world which I can’t figure out how to do. I assume this has to be done behind a bool in construction script? If yes then what is the proper way to remove components in the construction script? It would be preferable if possible to just delete the component from the viewport though.

  • What would be the correct way if lets say I would have two or more different subscene components to switch between them so that I can have different versions of the same blueprint with different components. So I don’t change the mesh of a single actor etc but disable/enable a whole group of actor components within this blueprint.

  • Will that solution bring any problems with referencing actors etc?

Thank you in advance

Once you’ve put meshes into the parent BP, you can’t remove them in a child BP. The child is supposed to extend the parent.

You are correct about the construction though. All you have to do is mark them as not visible and turn the collision off.

You could have all possible meshes in the parent BP if you like, disable them all and only enable one.

Does that sound like a plan?

OK so thats what Ive been doing until now but I thought that there is some better way maybe, thank you :slight_smile: