I came up with a nice solution by using Editor Utility functionality.
Here’s the Blueprint Function.
- Create an Editor Utility Widget (present in the list off all classes when creating a blueprint) and add a pressable button to it.
- Add a press event to the button.
- Create a function and copy its contents from the link. It extracts all static mesh components from the selected actors in the outliner and spawns individual static meshes, copying transforms and materials from the source actors.
- Connect the function to button press event.
- Right click on the created Editor Utility Widget and press ‘Run Editor Utility Widget’. This will spawn a window with the button that you’ve created.
- Select blueprints that you want to dissassemble and press the button.
You can expand the functionality to address any other components that you might want to extract from the blueprint.
Hope this helps!