I think I found a better solution, and this is meant to all those who want to Make a Template of a vehicle or any pawn. Just do whatever the Pawn is supposed to do. Like Animations, functions etc… Then save it, (Test it also
) After you’ve done your Entity/Blueprint. Then Create a Blueprint based on your MasterBlueprint and edit what you need to edit there. In order to interact or comunicate with that Actor/Pawn use the Cast to "class " I think it’s more manageable this way.
I hope this helped. ![]()