Deriving from UBlueprint class

Yes, I did implement custom Graph, and it works awesome. Now I wanted to add conditional branches instead of just normal arrows, and on clicking those conditions I want user to navigate to another graph which would work just like a AnimBP state machines , and user can add conditions, although I have another idea that might be useful. Why not use a seperate Blueprint Actor instead for all the conditions, and use the DeLink node to trigger the respective conditions.

But I really wanted a more convenient approach of adding a seperate event graph , and sub graphs for conditions, like in AnimBlueprint. So you are suggesting against it, if I am not wrong ?

https://scontent-bom1-1.xx.fbcdn.net/v/t1.0-9/53608552_2117724178313516_873814347661443072_o.jpg?_nc_cat=110