I’m not sure. I thought I’ve read it in the docs that “this is the way” but can not find it ![]()
But I see some strange behaviour with both kind of reparented BPs.
For example when you reparent an Actor to an EditorUtilityActor the editor callable functions are in the details panel, when you drop it into a level, although they shouldn’t. (Calling Blueprints In The Unreal Editor | Unreal Engine 5.4 Documentation | Epic Developer Community)
When you create a new Blueprint from EditorUtilityActor it’s correct.