Is there any way to achieve what PCIP.SetDefaultSubobjectClass does in blueprint?

Hi!

Is there any way to achieve what PCIP.SetDefaultSubobjectClass does in c++ but in blueprints instead?
I.e. Changing the component type for some derived class?

It’s not really needed in blueprint you set up in component tab and you always add components on construct script or beginplay.

Okay! Thank you.

@anonymous_user_f5a50610 i have tried your approach and i seem to have a problem with it, would you save my ■■■ once again with a clue? :]

In my case i try to make a generic mesh variable in C++ to further specify whether it will be a Skeletal or a Static mesh in the child classes.

Parent:

UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
UMeshComponent* mesh;

Then in a child BP, i set the default value to static/skeletal mesh and compile, but the compilation resets the default value (type) to None again.

any ideas?