# Move Blueprint actor components to C++ w/o losing reference

**URL:** <https://forums.unrealengine.com/t/move-blueprint-actor-components-to-c-w-o-losing-reference/525018>\
**Category:** C++\
**Tags:** unreal-engine, UE4-26, Components, Blueprint, question, CPP\
**Created:** [April 11, 2022, 9:31pm UTC](https://forums.unrealengine.com/t/move-blueprint-actor-components-to-c-w-o-losing-reference/525018 "2022-04-11T21:31:54Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Tuerer](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tuerer/32/1008648_2.png) [@Tuerer](https://forums.unrealengine.com/u/Tuerer)\
**Post date:** [April 13, 2022, 6:49pm UTC](https://forums.unrealengine.com/t/move-blueprint-actor-components-to-c-w-o-losing-reference/525018/2 "2022-04-13T18:49:32Z")

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Even if you give components the same name, for the engine they’re not the same components, so if you truly want to move them to c++, you’ll have to manually setup them in children and instances again.  
As a workaround, you can get references to the components in c++ by component tags or otherwise, and then work with them in code.

I personally would love to see something similar to `"meta = (BindWidget)"` but for blueprints.

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