# How can I override components in a BluePrint?

**URL:** <https://forums.unrealengine.com/t/how-can-i-override-components-in-a-blueprint/285479>\
**Category:** Blueprint\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [June 10, 2014, 12:10am UTC](https://forums.unrealengine.com/t/how-can-i-override-components-in-a-blueprint/285479 "2014-06-10T00:10:35Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_169fedbc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_169fedbc](https://forums.unrealengine.com/u/anonymous_user_169fedbc)\
**Post date:** [June 10, 2014, 12:10am UTC](https://forums.unrealengine.com/t/how-can-i-override-components-in-a-blueprint/285479/1 "2014-06-10T00:10:35Z")

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Hi!

There is a way to override components in a blueprint? For example, I want to have a blueprint based on anohter blueprint, but changing the mesh component to another and extending some behaviour, it is possible??

Thanks!

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**Author:** ![robbiecooper](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@robbiecooper](https://forums.unrealengine.com/u/robbiecooper)\
**Post date:** [June 10, 2014, 7:32am UTC](https://forums.unrealengine.com/t/how-can-i-override-components-in-a-blueprint/285479/2 "2014-06-10T07:32:44Z")

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Do you mean during runtime or when placing instances in the level? You can override components before runtime, take a look at this this tutorial;

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

It has info about how to create construction script to override components- mesh, scale etc.

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**Author:** ![DJMidKnight](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DJMidKnight](https://forums.unrealengine.com/u/DJMidKnight)\
**Post date:** [June 10, 2014, 4:03pm UTC](https://forums.unrealengine.com/t/how-can-i-override-components-in-a-blueprint/285479/3 "2014-06-10T16:03:43Z")

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You can also check out the HUD map in the content examples the health mesh has a parenting system setup.

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**Author:** ![anonymous\_user\_169fedbc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_169fedbc](https://forums.unrealengine.com/u/anonymous_user_169fedbc)\
**Post date:** [June 11, 2014, 6:45am UTC](https://forums.unrealengine.com/t/how-can-i-override-components-in-a-blueprint/285479/4 "2014-06-11T06:45:17Z")

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ok, this works =)

It is not exactly what I wanted to do conceptually (a real override on extending blueptins, like they were classes), but still works 🙂
