Blueprints: Deriving objects as classes for data and then using them in other blueprints

Hmmm okay I see now.

So you have different tiles that derive off of a base tile class. Then you have a tile factory that spawns them via code. Is it possible to spawn a derived actor without code? In case I’d like to build star systems via the UE editor?

Secondly, this works really good for the first part of the plan, but the second part requires instances of each separate type of space station.

So at this point I can create all the separate space stations. But now if I want to instantiate different space stations of Type A with new variables (such as Faction and specific Station name), how would I go about that? These variables wouldn’t be per station type, but they would rather be per instance of a station.

Like you can have a station owned by Faction A, but that same station type would be in a different location owned by Faction B?

I couldn’t just derive a new child from the Type A object, because this new “idea” has different variables.

What I thought was that I could have a separate StationInstance BP class, and a StationInstance factory could spawn various station instances.

But how can I take the Type A class and attach it to each instance of a StationInstance that gets created?

Thanks for the reply by the way! This really put things into perspective.