Whats the best approach to creating composite blueprints?

I would like to create a blueprint that is a collection of other blueprints. A car for example (having wheels, body, steering and engine blueprints). However, there is no way currently to add blueprints as components of a blueprint. I have tried setting a child actor and setting it’s class to a type of one of my custom blueprints. While that works, the problem is I can no longer can edit all of this child actors properties within this composite blueprint. Also, casting doesn’t seem to work in the graph as I get very limited options after making a “get” node of that child actor…I shouldn’t even have to cast as it’s class is set in the editor.

I looked at this post here which talks about a vehicle blueprint tutorial linked to here but this link is un-accessable?

What approach do you take when making a composite blueprint that contains other blueprints? If you have ever used Unity3D this is what I would call a “Prefab”.

Make a variable of the type of the Blueprint you want, and then assign it.

I have Blueprints in Blueprints and have not had issues. I think the context sensitive cast is a bit buggy and I don’t trust that what it says is, or is not available, un-checking the box will give you all the options.

I think the reason you can’t edit from that point is possibly by design, you would go to the Blueprint itself to edit it.

I understand it’s by design, but I would like to be able to edit all it’s properties (3d widgets etc) of a blueprint within another blueprint. The only solution I see right now is to drag an instance of the child into the level, tweak etc, then, via blueprint set all of those properties again. Another way to do it would be to have a ton of off screen blueprint instances in my level, tweak etc and then the composite blueprint could use them as variables like you mentioned and spawn instances of them as needed.

You could try using Child Actor Components in the components tab of the main blueprint. I think there are some issues with that are still in the process of being fixed.

Yes, I’ve used that and thats where I had the casting issues and still no luck being able to edit variables of blueprints that are child actor components.