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How to change parent class of blueprint asset?

I want to change "Character.h" parent class of blueprint "MyCharacter", from ThirdPerson template, to subclass, that i created myself.

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asked Apr 27 '14 at 07:39 PM in C++ Programming

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avatar image Teapot Creation Jan 15 '16 at 02:24 PM

Hi, actually I'm trying to open a blueprint who has "lost" his parent class. But it won't open since it's parent class is gone, how to reassign one whithout open the blueprint ?

avatar image Doug E ♦♦ STAFF Jan 15 '16 at 07:54 PM

Hey Teapot Creation-

A feature request has been entered to allow a blueprint to be reparented without having to open the blueprint (UE-25541). Unfortunately if a blueprint becomes unparented it must be recreated.


Doug Wilson

avatar image Teapot Creation Jan 18 '16 at 08:41 AM

Hi Doug, thanks for your answer. I'll keep waiting for this feature...

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5 answers: sort voted first

It's changed.

Now, you need to double click a blueprint to open up the editor, and from there you click File >> Reparent Blueprint (3rd from bottom).

Posting because this ranks highly on a google search.

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answered May 10 '14 at 10:18 AM

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avatar image Shinje Jul 30 '14 at 06:32 PM

Thank you ;) I was looking for it

avatar image NeoCJay Dec 02 '16 at 04:25 AM

indeed I was looking for this too. Thanks @IphStich

avatar image Ermahgerd_Lulz Nov 22 '18 at 05:22 AM

As was I. Good to see this hasn't changed after all these years.

avatar image Joachim Dec 09 '18 at 12:16 PM

Amazing - thank you!

avatar image Preet.basson Mar 12 '19 at 04:00 PM

As of 4.21, I can confirm this works. When you click on Reparent Blueprint a drop down menu appear from which you can assign to the blueprint to.

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When you open the blueprint there is a blueprint properties button at the top. Click that and the parent class drop down for your blueprint will be visible. Choose the new desired parent class from there.

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answered Apr 27 '14 at 07:58 PM

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Marc Audy STAFF
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I voted for UE-25541, because this asset management with hidden path drives me crazy. We need a system where we can edit and rearrange the relations. The relations are simple text entries, unfortunately a uasset is binary, which makes it very hard to modify.

As you can see from the problem above, if a parent got lost, because you have for example changed the sourcecode structure (script), then everything is broken and you cant repair it. But just with a small edit to redirect the path, we could easily repair the parent location and everything would work again.

I understand, that this might not be an urgent problem for the staff, therefore I'm trying this on my own. I'm thankful for any little hint, how I could load an asset, list the relations, edit and save to file. Thank you.

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answered Aug 01 '16 at 10:07 PM

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avatar image zerophase Jan 15 '17 at 03:55 PM

Yeah, I definitely need this since I'm refactoring a project into a module or plugin, and don't want to lose all of the blueprint implementations I've created from my custom base classes.

Do you have the pull request for that feature?

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I need to do reparent my bueprint but I am nt able to open the blueprint. I had changed the parent class from Default to a class created by me. The engine crahses and there are no crash logs.

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answered Jul 06 '17 at 02:40 AM

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avatar image Tiantian Xie May 21 '18 at 11:42 PM

My problem is similar. I cannot use File >> Reparent Blueprint (I have renamed the original parent class. But the renamed new class didn't show up). What helped is to add the following line to DefaultEngine.ini below [/Script/Engine.Engine] in the game project:


avatar image Megurine Aug 03 '18 at 09:00 AM

Yeah, its impossible, please add this feature on context menu :D

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There is now a new way to do this, in 4.22 (maybe even in some earlier versions). Much simpler than the re-parenting:

Select the actor in the level > details > actor > convert actor (drop-down)

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answered Jun 30 '19 at 06:51 PM

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