Bug with creating a Blueprint Child asset through Editor Utility Blueprints?

Hello [mention removed]​

Thank you for the clarification.

After creating the Blueprint Asset, you end up with a Blueprint Object Reference.

You need the CDO (Class Default Object) to change the Blueprint.

You can get that from the Generated Class, but AFAIK, this is not exposed to Blueprints.

For that, I recommend you create a simple Blueprint Function Library and add a static UFUNCTION that returns a UObject*:

`--------
Header

public:
UFUNCTION(BlueprintCallable)
static UObject* GetCDO(UBlueprint* Blueprint, const TSubclassOf Class);


Implementation

UObject* UMyBlueprintFunctionLibrary::GetCDO(UBlueprint* Blueprint, TSubclassOf Class)
{
if (!Blueprint || !Class)
{
return nullptr;
}

// The generated class from the Blueprint
UClass* GeneratedClass = Blueprint->GeneratedClass;
if (!GeneratedClass)
{
return nullptr;
}

// Check if the generated class is a child of the provided class
if (!GeneratedClass->IsChildOf(Class))
{
return nullptr;
}

// Return the Class Default Object (CDO)
return GeneratedClass->GetDefaultObject();
}`To use the CDO, cast it to the Parent Class, and then you can set variables:

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This will reflect on the Child blueprint:

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Let me know if this helps you in any way.

All the best,

[mention removed]​