This is something I’ve wanted for quite a while, but recently even more so.
My situation is that I initially created a Weapon class based on AActor. Now that I’m deeper into my project, I’ve realised that in my case it makes considerably more sense to instead base this on UActorComponent instead. Rebasing it wasn’t too challenging in C++, but it does mean that all of my initial blueprint classes are now completely invalid, even though they share almost all the same parameters and functions.
Unfortunately Blueprints can’t be reparented at the moment unless they are loaded (and if that class no longer exists in the C++, then the engine will crash). Can we have a ‘Reparent’ option in the right-click context menu in the content browser, in order to avoid the crash and make refactoring insanely easier?