Confused About How Blueprints Are Meant to Be Structured

I’m struggling to understand how the Unreal Engine expects a Blueprint to be structured or created. For example, assets like Skeletal Meshes have components to display them, but there’s no obvious way to detect whether something is an asset or a Blueprint.

If it’s an asset, you can’t easily tell which component should be used to represent it in the world—especially since, aside from materials, there often seems to be only one “default” component per asset class.

How are you supposed to build up a Blueprint logically, starting from Actor → Components + Input + Events → Values → Functions?

When I try to break it down, it feels like I’m forced to go in strange directions, like:
Float + String → Struct = Event → Function → Class Component (Owner Actor Object)
That feels completely disconnected and unintuitive to me.

Does anyone have tips for understanding the intended design logic behind how Blueprints are meant to be composed and connected?

I don’t know if I understood the question but, In general, you should see the blueprints as self-contained objects, each holding its own logic. When these Blueprints communicate with each other, they come together to form a complete system. So each one should have the variables and functions that concern him.

There are two lightweight Unreal projects that you can learn a lot of concepts from if you break them down.