I have a number of actors in my scene that are spawned from around 50 blueprints. All of my blueprints have only one component that extends from a custom component class which inherits UStaticMeshComponent.
In my component constructor I set the collision preset and enabled status of the static mesh component.
However while I create the blueprints in the editor I’ve overridden the first blueprint’s collision preset and copied the remaining blueprints from the first one (I only changed the static meshes and component names) then I put my actors from these 50 copy/pasted blueprints.
My problem is since I’ve changed the collision preset and enabled status in the editor I updated the CDO of all these blueprints.
Is there a way to cancel this CDO (if possible for all 50 blueprints) and make these blueprint classes revert back to their original values (reconstructed using the C++ constructor implementation).
Thanks in advance for your answers.