Can we make a duplicate blueprint not reference the original?

When I sometimes want to reuse BP from example content/other provided project, I will make a copy of original BP, and then modify it’s content to suit my need. But when I want to migrate it, I found that original BP is a reference of this new BP I want to migrate, thus migrate tons of unwanted assets.

So hopefully there is a way to duplicate a BP but not keep tracks of it origin, right now I have to do copy/paste graph and write down parameter values, but this is not how it should be done.

Thanks.

Ran into problems with this. I tried to duplicate a Blueprint I was prototyping in to make a base class, then went to delete the prototype and found references

I had this problem too and managed to get rid of all the references - the sneakiest one was the Event nodes in the Event Graph - they seem to maintain a reference to the old actor. So you need to delete those event nodes and create new ones (that is, in 4.9.3 - a quick test in 4.10 preview 4 seems to indicate that it’s fixed).

This just saved me! I was using a blueprint function libary to print error and debug messages with specific formatting to help me locate errors faster, and since the function library was used in many blueprints, I had this issue of unreal wanting to migrate practically everything in my project when i would try to migrate anything. I would remove all reference i could find, and still the same problem. When adding a call to function library in any blueprint it apparently makes an event for that call. Had to go and delete all of those, and walah, can finally migrate parts of the project and not the whole ■■■■ thing.