Handling Blueprint Component Hierarchy in Editor Utility Blueprint

An Unreal Day to everyone!

I am making an Editor Tool using an Editor Utility Blueprint. I have a catalogue of Blueprints that contain different Components, mostly in the same hierarchy and naming scheme, but not always exactly. I do some Bounding Box and Transform Operation (which already works). But with some level of inconsistency across all the Blueprints (hundreds), I am trying to find the best solution to avoid mistakes and manual work. Since the hierarchy should have a Scene Component named “Product” as the parent to all transformable Components (Static Mesh, Decal, Cable …), I decided to transform only that “Product” Component, so that all the attached ones move with it. When transforming e.g. all Static Meshes, then both parent and child SM Component would get moved (multiple movement on the child).

This seems to work in most cases, but the sometimes incorrect structure of the target Blueprints will be a hiccup.

Here are some examples of how these Blueprints can look:

How do I check for the correct hierarchy, potentially even fix it?

How do i catch the “Product” Scene Component, even if it can be named differently or if other Components are named “Product”?

Are these too varied Inconsistencies to counteract all of them?

Many Thanks in advance :slight_smile: