Adding another blueprint to blueprint as default variable value

Hey guys,

I’ve run into a snag while setting up my ammunition/weapon logic. I’ve got 2 C++ classes, Wieldable and Ammunition, and from both I derive blueprints for specific objects (like a magazine & a rifle). I want to assign an AmmunitionClass in the blueprint (in C++, in the base Wieldable class, it’s set as AAmmunition* AmmunitionClass, visible/writable in BP), but the rifle’s blueprint (in the content browser) will only let me assign instances of the magazine blueprint I’ve put into the world, not the blueprint itself.

How would I go about making the rifle blueprint accept another blueprint as its value, rather than an instance of that blueprint?

Hey there, would you mind showing us a screenshot of how you’re trying to assign the magazine to the rifle blueprint?

There is a “Child Blueprint Component”.
It allows you to put a full blueprint as a component.

You can also have a variable that stores a class rather than an object.

I’m not sure that you are trying to do, but it seems way too complicated :slight_smile: