Need Advice on Best Practices to Organize Character Blueprint with Many Assets?

Hello! I was wondering what best practices are for organizing a character blueprint with many nested and linked assets.

Currently im just nesting the static and skeletal meshes under each other based on their hierarchy, but i imagine in games and productions that have far more complicated characters with many parts this approach might end up being cumbersome (for example, right now, i have about 10 grooms- and everytime i open my asset the list of grooms is always automatically expanded so i have to collapse it).

I was wondering what advice people who’ve worked on character blueprints with lots of parts would have.

Thank you in advance :slight_smile: