My answer is still what you would do. From another blueprint you cast to the blueprint containing the actors (cone root and cylinder child). From the cast to node you can specify that you want the cylinder mesh. The reason you give it a unique name is to know what you are looking for. To do this, drag off of the “As blueprint” pin in the bottom right of your cast node and type in the name of the cylinder. This will create a “get” as your blueprint of the cylinder so it can be used in the other blueprint. Additionally, to specifically set materials, you will want to create dynamic material instances in your original blueprint so they can be altered dynamically by the other blueprint, which is what I linked above.