In your house prefab example, say if you have 10 instances of the house prefab with default locked blueprint door actor, and you just changed one specific door to be unlocked, here’s what might happen:
![]()
- Click “Apply”, all 10 houses will have their door unlocked
- Click “Revert”, current door will be reverted to locked
- Check off “Connected”, the door will be remain unlocked. (But it’ll not receive any updates from the house prefab afterward)
- Do nothing, save the map and re-open the map, that specific door will be reverted to locked. (Unless the “Update All Prefab Actors when Open Map” option is unchecked)
As converting Prefab to Blueprint, thanks for the suggestion. I’ll do some test see how feasible it will be. (Not sure if ChildActorComponent supports hierarchy)