Working with Components in Blueprints
Each of the Components inside a Blueprint can be accessed and modified from within the Blueprint itself or from an external Blueprint. For example, if we had a Car Blueprint and had an Engine Blueprint as a Component, we could modify the way the car performs by tweaking the values inside the Engine Blueprint.
Using the burning bush example from this page, if you look in the MyBlueprint window, you will notice that each of the Components are provided in the Components section:
Each of these Components can be placed inside the graph and access through Blueprint Script and modified (see the example below):
Here we are enabling input on the Burning Bush Blueprint Actor so that the player can modify it on a key press. We have added the F Key Event that when pressed, toggles between Deactivating and Activating the Particle System and Audio Components (turning them on or off when the key is pressed).