How to set child actor static mesh dynamically to be the same as the parent actor?

I’m just starting out, so this is either a super basic question, or I’m doing something horribly wrong…

I have items which have two meshes. The blueprint is called BP_BaseItemMaster, and I’m planning to use this to spawn a bunch of items, and then change their static meshes in the editor. The static mesh on the parent controls how the item looks and the static mesh on the child actor controls the logic around whether an item should show as being interactable or not in the UI

In the construction script for the BP_BaseItemMaster, I have this code to set the static mesh. “Item Mesh” is a public variable, so I can change the mesh from the Details pane after I spawn items.

The complication I’m having is that the ChildActor uses a child actor class (BP_InteractionArea_CustomeShape) which sets the static mesh for the ChildActor using a variable called “Custom Shape”

Now I figure I either need to edit BP_InteractionArea_CustomeShape to utilize the parent’s “Item Mesh” variable, or I need to edit BP_BaseItemMaster to pass the value of Item Mesh into the value of Custom Shape.

By this stage, I’d also accept somehow being able to make Custom Shape also a public on spawning an object and I’ll set the two meshes to be equal to each other manually!

So far I’ve tried some combinations of the following:

In BP_BaseItemMaster I’ve tried calling the child actor using these nodes, but without sucess…

And in BP_InteractionAreaCustomeShape I’ve tried calling in Item Mesh from the parent:

image

… but the ‘target’ node I’m having trouble with.

I’m probably missing something obvious, or I’m doing this fundamentally wrong. If anyone can offer advice here, I’d be super happy!

Many thanks!