First thing, you’re not setting the Child Component as the Pickup01 Actor. You’re setting the Child Component to Spawn an Actor that is based on the class “Pickup_Test7c” thing there.
Child Actor Component does not create actual actors in your levels when you place them. Child Actor Component spawns instances of actors when they begin play.
That is correct. You’ll need to either approach this from a different fashion, or make a blueprint for each type of loot you’d like to attach to it.
Nope, that’s already handled by setting the Child Actor Class and Child Actor Template properties in the blueprint, and leave it alone. If you need multiples, create more blueprints. (or approach this with a different tactic)
In general, if you think you need to do something in Constructor, you probably are approaching the thing from a way that will turn into a Foot Gun very quickly. Not always, sometimes there are some things you really have to do in Constructor, but they are usually pretty few and far between.
Ultimately, the reason why there’s not been a satisfactory answer that tells you how to do it, is because you’re not supposed to do it. If you want to have a bunch of Actor As with ChildActorComponent Child Class B, C, D, and H … then you should make a blueprint based on Actor A for each one, and set the Child Class and Template how you want them.
If you have many different things to cast to, you can cast to the lowest common denominator in their chain. Make a class PickupBase and all of your PickupActors should be children of that class. Then you can cast to PickupBase and you’ll be able to access any functionality inside PickupBase from there. You can also use Interfaces to do a similar thing.