# Switch Between Child Blueprints in Parent Blueprint?

**URL:** <https://forums.unrealengine.com/t/switch-between-child-blueprints-in-parent-blueprint/1820141>\
**Category:** Blueprint\
**Tags:** parent, Variable, enumeration, child-class, unreal-engine, construction-script, bug-report, editor, Blueprint, question\
**Created:** [April 25, 2024, 1:39am UTC](https://forums.unrealengine.com/t/switch-between-child-blueprints-in-parent-blueprint/1820141 "2024-04-25T01:39:53Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Anthony\_Dimovski](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anthony\_Dimovski](https://forums.unrealengine.com/u/Anthony_Dimovski)\
**Post date:** [April 25, 2024, 1:39am UTC](https://forums.unrealengine.com/t/switch-between-child-blueprints-in-parent-blueprint/1820141/1 "2024-04-25T01:39:53Z")

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Hello,

Not sure if it’s even possible. But I’m looking how to swap between blueprints using a ‘master’ BP which I can place down in the level to quickly put together a set of roads, while keeping intact all the variables that I’ve set up in these BPs

Problem: I’m able to switch between the BPs just fine, (as per image below). But it doesn’t seem to display all the variables I’ve set up for the respective BP.

What I expect to see: For example, when I select Overpass 4m DownRamp in the dropdown, I should see both the meshes and a couple Boolean variables I’ve set up in that BP.

Side note: I’ve tried casting, but that doesn’t seem to work. Or perhaps I’ve done it the wrong way. I’m still somewhat beginner level when it comes to blueprint logic 🙂

 ![01](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/8/d/68d3dc34ceb1b04f1a210c1fd8687ee9988dde0f.jpeg)  
 ![02](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/1/2/a12190a80a151262ae246b7ec6442c4dce05ac92.jpeg)

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<div class="post-metadata">

**Author:** ![Anthony\_Dimovski](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anthony\_Dimovski](https://forums.unrealengine.com/u/Anthony_Dimovski)\
**Post date:** [June 7, 2024, 11:27pm UTC](https://forums.unrealengine.com/t/switch-between-child-blueprints-in-parent-blueprint/1820141/2 "2024-06-07T23:27:30Z")

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Found a solution that works for me

I’ve created an enumeration for all the child BP’s, (similiar to above) then I create a Call In Editor function that spawns whichever BP I select from that Enum. Happy to share more details if anyone’s interested

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**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [July 7, 2024, 11:28pm UTC](https://forums.unrealengine.com/t/switch-between-child-blueprints-in-parent-blueprint/1820141/3 "2024-07-07T23:28:10Z")

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