A Quick and Dirty way of doing it would be to add those properties to the Parent actor, and pass them through to the child actor in the Construction Script, but if you’ve got a lot of different types of child actors you want to add, it could get bloated.
Another option could be, rather than use ChildActorComponents, you could create new actors in the scene and just “Attach” them to the parent by dragging the child onto the parent in the World Outliner - you can still select them in the editor then and change their properties.
You can Spawn those Attached actors from a Blueprint too, but you’re in charge of making sure you don’t go creating new versions without destroying the old ones - and you can’t spawn them from the Construction Script.
I have to admit I’m almost at the point of releasing a new plugin that has Managers built in for automatically handling ChildActors, AttachedActors and Instanced Static Meshes - a good solution for your situation would be to use the Managed AttachedActors - they could be created in your Blueprint from the Construction Script, and you can select and edit their properties from the world, but I’m still a week or so away from releasing it.
