Change the activated emitter for a child blueprint?

That might work. I tried changing it in the constructor, but that didn’t seam to work. When I tried it in an event graph I ended up with 2 activated emitters somehow, but never tried with a delay.

Yeah, but then you’re in the same situation of the parent potentially being out of date. For example the standing torch could get new fuel sources added and if I child it my mod will automatically work with them. If I just copy it then it won’t inherit those changes and I’ll have to make a new release for a simple fuel source.