Child Actor Component only has C++ components in template, BP components are not existing

I don’t get what you mean? The whole purpose of the child actor component is to be able to attach a actor to a component inside another actor. Of course the child actor can have any number and kind of components. And that works just fine. Only components added via BP are not existing in the template, they do exist in the actor instance spawned to attach to the parent.

Maybe it makes more sense why this is important to me when i explain why i need to access them in the template. I want to have a preview of a actor inside of a character blueprint, so find the right transform to attach it on equip. I use a scene component on the weapon actor like a socket. So the weapon is not just attached by it’s pivot but has an additional transform from the scene component. I do not use a mesh socket here because weapons can be modular. It’s basically a socket to socket attach system. Which by the way works fine in game.

But in the BP editor i use the child actor component to attach a preview of the weapon and in editor ChildActor property is always nullptr. However template is valid and i can get all components from the template and get the transform of my “socket” scene component. But only if i added it in the C++ constructor. If i add it in it’s BP, it’s not existing in the template, not just hidden, it’s not part of the component list, will not show up if i iterate it.