I want to put a blueprint actor inside of another blueprint actor. I’ve made it so it is editable and exposed on spawn. Yet, I am unable to, for example, change the default material in the construction script of the new actor blueprint class. If I use the base class, called DraggableDoor, and place it in the world, I am easily able to change the material defaults. Just not inside of a different actor blueprint class, where I’m trying to use multiple of the door actors to make a double door, that I can change the material of.
Also forgot to mention, I am able to change it in the editor, but it does so for all the doors. I am trying to let it be modular, if it is possible.
It is not Recommended to use Child Actors, they are very unstable even in UE5.
What about using Actor Components instead for this Purpose?
Create a Static Mesh Component in Content Browser. And move your code and Properties to Door Component from Door Actor.
Then just Add those Components to you whichever Actor you want.
That way it will be Modular as you wanted
I will try and see if this works, thanks for the recommendation
Will mark as solution for now since it mostly seems to work. Just will need to redo a few other things.
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