Also, I have just tried this in Unreal 5.5
It works well and does create the new Blueprint. But I still have some more questions:
It returns an object of “Blueprint Object Reference” type which I had never seen before. I can’t promote this “Blueprint Object Reference” type to a variable, and I cannot cast it to the class of the Blueprint child I have just created either.
So what is this Blueprint type? What can I actually do with it?
For context, what I am trying to do is to:
- Through an Editor Utility Widget, allow the user to create a new child of a parent Blueprint Class (This works now thanks to the new node)
- Use parameters that the user has set on the EUW to apply some settings on the child BP
- For example, say the Parent BP Class has a static mesh component in it, I want to go override the static mesh in the static mesh component by a user selected one
Right now, I can’t figure out how to access and edit the components of the newly created Child Blueprint.