Transforming character implementation

Hey just looking for some idea’s to clean up my current problem/solution.

Context:

My game includes familiars that follow the player around.
Familiars evolve/ devolve on player toggle.

Currently:

  • When its an enemy or just spawning in the world familiars are spawned as their child class (Turtle)
  • When spawned as a companion the familar is spawned as the Parent Class then given values of the child:
    mesh, AnimBp, Collision_boxSize, Widget_rLocation.

When the familiar has to evolve or devolve the same function that updates its physical properties is called but the attributes of the new desired class is given.

Problem: Imputing same values in multiple places (setting on childclass creation/build, reproduce/copy info to data table)

In like situations under this same umbrella getClassDefaults has been very useful but i havent figured out how to make a similar solution work for getting for example the CapsuleHalfHeight from the turtle class

Its not a huge problem to work around, It would just be nice to have things being a little more ergonomic!
Thanks so much!