Got it! I come more from modelling rigging and animation, coding is not my strongest suit, but I’m trying to improve. So your advice is to drop completely the SkelMesh approach, put all the different meshes and lights in a single blueprint and drive all the build-up by constraints, right? The only reason I kept using SkelMeshes is because I thought it was the only way to be able to have a ControlRig. Again coming from animation, I find it easier to have visible controllers in the scene that I can just grab move and rotate without having to input any number on some slider. So far it kinda works, but is behaving glitchy, sometimes UE crashes, and yes, definitely lighting on skelmeshes has some issues. I’ll try to work out a way to do it as you suggest! Is there a way then to have some kind of control rig to control the blueprint constraints?