Major - UEFN - Creating "templates" that have functionality in UEFN (Feature request)

Here is an example to illustrate what I mean:

I have this door with an animation that opens. Think preferably it also has a button that triggers the door to open.

Now if I want to copy this and make multiple doors, I have to copy everything and make it work individually, for every single door.

Would love it if we could have the ability to set something as a “template”, then copy that group create an instanced copy that cannot be modified, or works like a material instance where you can have some tweak parameters that are saved per instance.

That way, I make an interactable custom door, then I copy it around and all doors simply work on their own. And when I want to change something, I can choose to do so at instance level, or global level (by tweaking the template).

Would open up large scale projects like RPGs and survival games (think chests that reward items and you can tweak the loot rarity per instance, or a torch stand that you can pick up the torch and it removes it from its base).

Some sort of way to add a sequence file as a component of a fortnite prop would be great.

You could make an additive sequence for the door opening animation, add it as a component to the prop, and then it inherits the location and rotation from its potion in the world for the sequence file.

I could see this being extremely powerful.

EDIT - I realize now what I said needs much more consideration, eg inheriting actor reference, how to fire off individual animations etc.