I would like to select an actor, either with a basic selection or through for-each loop functions or some other sorting method, and then check every blueprint attached to the chosen actor for a variable. The output would be a bool. I’d like to have the blueprints that returned true into an array and then be able to cast to those blueprints without needing to name them for the sole purpose of editing the variable within selected blueprint that I had checked for earlier.
As to what this would be used for, I feel it might offer more options within the blueprint system, to be able to cast to blueprints that fit a criteria rather than by name. An example would be I have a blueprint that performs an action on anything it touches. I have two other differently-named blueprints that each have their own “health” variable. I’d like to set the health of both blueprints to different values (one to 2 health and one to 5 health) without needing to cast to either’s name (in case I come up with 50 or more blueprints with different names all with health), without needing to use the child-of-actor-blueprint system, without needing to set up an interface, and without needing to have health be set to its own individual blueprint. That’s not what I’m currently working on- just the first example that popped into my head. I’m sure many more examples of specific variable editing can be come up with. I’m sure there are multiple ways to go about doing what I am suggesting, but a “variable-search” system option that can go through blueprints attached to specific actors may open up more room in terms of what users would be able to get done.