Hi. I already know these. This actually does not answer my question. When migrating, I already choose the relevant file that I want to use in my new project. However, when there are nested blueprints inside the blueprint I am migrating, trying to find out where the unwanted blueprint is used really takes a lot of time.
For example, I created a custom character blueprint. Instead of casting to “character”, which comes with the Unreal Engine by default, if I cast according to my custom character blueprint, I migrate whole character dependencies. The debugging is hard, and you search for exact key phrases inside the blueprints to find where they are used.