You could make your own Actor LootBox that spawns other Actors. It rather sounds like from some of the use cases you mention, that you don’t want Child Actor Component, if you’re destroying the crate but not the child.
and that’s not how ChildActorComponent works. You can’t change the Actor that it generates in an instance, you can only change it in the base blueprint. You can’t access it from Constructor because neither the Component nor the Actor it spawns exist at Constructor time. If you want to use ChildActorComponent, then you’ll need to create an Actor Blueprint for your possible options, and create a Blueprint of the Lootbox Actor for each Child Actor type.
The properties for the actor to spawn are not instance editable.
so, make a blueprint BP_MyPickup_WhateverTheArmorIsCalled or some such, that has all the correct settings setup by default. Create another blueprint of your BP_LootBox, such as BP_LootBox_ArmorName, and set the BP_MyPickup_WhateverTheArmorIsCalled as your child actor class.
These are two completely independent concepts that have absolutely nothing to do with each other. I don’t know how to answer, because the question doesn’t make sense.
I can’t come up with any reason why a LootBox would need to access deeply inside an actor inside it. I’m not even sure how to get a Child Actor inside the parent, because I’ve never had to do that (I do occasionally use ChildActorComponent, though)
I don’t know what the best system is for doing that, but I suspect it’s not Child Actor Components. Can you even specify where those spawn in relation to the parent? I’ve never tried.
You seem to be all onboard with making a blueprint for things, so i’m confused why you’re not wanting to make a blueprint for the things you really need to make a blueprint for to use.