Data-Only Blueprints/Subclassing Blueprints

If you manually recompile the old ones, does it then allow you to make the derived blueprint?

No it doesnt seem to make any difference, I tried closing the editor and reopening it after compiling and saving as well. It shouldnt be a huge issue if the derived blueprints will be on by default.

Yeah, this should be solved in all future builds. There were a few miscellaneous fixes that went in after the last beta, so it may be that one of those is responsible for fixing the issue. Let us know if it still occurs in the next beta!

Hello Ryan,

Searching “nested Blueprints” I came upon this thread, see it’s not exactly apples for apples with my case, seems this addresses data BPs, which I’m unfamiliar with. If I may share my situation and ask a question. I had hired a developer to build two BPs, one for a character player and the other for a lighting prop with a flickering candlelight behavior.

The player picks up the candle, which then stays locked to the camera as user navigates a cave. I opened the FirstPersonCharacter BP and noted how everything was organized, another light source prop of a flashlight parented to Camera. I replace this flashlight with the candle prop by a) dragging the candle BP into the Components tab parenting under FirstPersonCamera. I positioned the mesh w/ point light in the Viewport, compiled and entered play mode to test.

The point light was where I expected it to be and lit the scene, but as I navigated back I noted the mesh/point light was left behind, so first question is how to rectify this issue. One thing I noticed when dragging in this candle light BP is that a parent/child icon displayed next to it, did so regardless of which level in the Component tab I dropped it into. I read your advice above about editing the BaseEngine.ini changing ‘AllowDerivedBlueprints=False’ to true, and when I went to do this I noticed it was already set to true, which I half expected in light of your adding the bit about soon flipping the switch as the default.

There’s a bit more to it here, b) the flickering behavior of the candle light. My developer pointed me to the nodes within the Event Graph pertaining to this flickering effect, suggested I open candle BP, copy/paste that group of nodes into an empty space of the Event Graph within the FirstPersonCharacter BP. Nada. We’re guessing, so enough with that ;^)

Thanks for some ideas how I might make this work, appreciate your time.