Hey there @rokenrock! The way inheritance works, all changes in the parent will propagate to the children naturally. In Blueprints this is relatively immutable. If need be, whenever you need to make a large enough change to the structure of a parent class, you may need to look into making multiple sub classes. Ie Actor Parent only having the default scene root and logic that will apply to all children and grandchildren, then a subclass of children that do have a static mesh and then logic for all children that have that static mesh, then handle your grandchildren how you’d like personalizing their SM and personal logic. This way you can utilize a child without the SM and one with it if need be. You aren’t limited to one subclass either, you can make any amount of them.