Switch Blueprints Runtime

So I’m making a game involving different power sets and abilities. But I gave every player the same base model. I want to be able to switch between abilities contained in different blueprints. Is this possible?

You can contain an ability in an actor component and then add/remove an instance of that component to/from whichever actor to desire. This can be done dynamically, too:

One component can be a set of abilities.

Keeping a separate actor for each ability is probably OK, too; just does not seem organic / efficient. Again it would all depend on how you envisioned the player to interact with the world.

How do I attach the blueprint components during runtime?

Add Your_Component_Name

Oh cool. Thanks

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