# Editor Scripting

**URL:** https://forums.unrealengine.com/c/development-discussion/pipeline-plugins/editor-scripting/45.md

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## [Knowledge Base: FAQ: Editor](https://forums.unrealengine.com/t/knowledge-base-faq-editor/265006)

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**Author:** [@RudyTriplett](https://forums.unrealengine.com/u/RudyTriplett)\
**Replies:** 0\
**Last updated:** [December 8, 2021, 11:16pm UTC](https://forums.unrealengine.com/t/knowledge-base-faq-editor/265006 "2021-12-08T23:16:24Z")

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This was originally published for UDN Is it feasible to build a custom Editor that can use a mix of packaged and editor assets? You can currently load a limited set of cooked assets; activate this in ‘Project Settings… …

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## [FYI: UE4 switching to Python 3.7.7 by default (4.26)](https://forums.unrealengine.com/t/fyi-ue4-switching-to-python-3-7-7-by-default-4-26/151803)

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**Author:** [@Jamie\_Dale](https://forums.unrealengine.com/u/Jamie_Dale)\
**Replies:** 5\
**Last updated:** [December 8, 2020, 3:53pm UTC](https://forums.unrealengine.com/t/fyi-ue4-switching-to-python-3-7-7-by-default-4-26/151803 "2020-12-08T15:53:05Z")

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Hey all, Just an FYI that as of UE 4.26, we will be switching to using Python 3.7.7 by default in the UE4 editor. This change should hopefully happen by preview 3. If you need to continue to use Python 2.7.14, then you…

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## [\[FAB\] Editor FixPack – Foliage Picker & Safe Asset Audit (UE 5.4–5.8) now live](https://forums.unrealengine.com/t/fab-editor-fixpack-foliage-picker-safe-asset-audit-ue-5-4-5-8-now-live/2841737)

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**Author:** [@cqt2280756](https://forums.unrealengine.com/u/cqt2280756)\
**Replies:** 0\
**Last updated:** [October 16, 2026, 5:15pm UTC](https://forums.unrealengine.com/t/fab-editor-fixpack-foliage-picker-safe-asset-audit-ue-5-4-5-8-now-live/2841737 "2026-10-16T17:15:40Z")

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Editor FixPack is now available on Fab (Haishan) Which foliage is this? Unreal won’t tell you. Alt+Click a painted instance to see its Foliage Type and mesh, then jump to it in the Content Browser. Safe Asset Audit fin…

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## [IOB Error in Shared Function Library Get Length of Chain ](https://forums.unrealengine.com/t/iob-error-in-shared-function-library-get-length-of-chain/2851882)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 9, 2026, 12:19am UTC](https://forums.unrealengine.com/t/iob-error-in-shared-function-library-get-length-of-chain/2851882 "2026-10-09T00:19:31Z")

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Inside of the SharedFunctionLibrary::GetLengthOfChain there’s a logic error: \[Image Removed\] This always evaluates to true as a number will never equal that same number - 1. I’ve made a modified version of what I belie…

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## [Sequencer disable auto thumbnails in Content Drawer](https://forums.unrealengine.com/t/sequencer-disable-auto-thumbnails-in-content-drawer/2161511)

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**Author:** [@Madeira3d](https://forums.unrealengine.com/u/Madeira3d)\
**Replies:** 1\
**Last updated:** [October 2, 2026, 2:29pm UTC](https://forums.unrealengine.com/t/sequencer-disable-auto-thumbnails-in-content-drawer/2161511 "2026-10-02T14:29:03Z")

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When I’m working on my Sequencer shots I normally split Unreal viewport in two, one of them with the camera shot and another in perspective so I can easily manipulate things. Problem is that Unreal likes to automaticall…

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## [Keep editor tab order](https://forums.unrealengine.com/t/keep-editor-tab-order/1298595)

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**Author:** [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Replies:** 9\
**Last updated:** [September 30, 2026, 8:32am UTC](https://forums.unrealengine.com/t/keep-editor-tab-order/1298595 "2026-09-30T08:32:59Z")

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Am I the only person with the main viewport tab migrating one slot to the right every time I open the editor? I know it’s really not make or break, but it does get a little wearing… :rofl:

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## [Can i run function or change variable from console?](https://forums.unrealengine.com/t/can-i-run-function-or-change-variable-from-console/464928)

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**Author:** [@1987kostya](https://forums.unrealengine.com/u/1987kostya)\
**Replies:** 2\
**Last updated:** [September 28, 2026, 8:38pm UTC](https://forums.unrealengine.com/t/can-i-run-function-or-change-variable-from-console/464928 "2026-09-28T20:38:45Z")

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Can I run a function in a specific object on the map using the console? Or maybe I can change the variable value using console

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## [How to add custom asset extension (or a virtual asset)?](https://forums.unrealengine.com/t/how-to-add-custom-asset-extension-or-a-virtual-asset/2295455)

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**Author:** [@thenull3](https://forums.unrealengine.com/u/thenull3)\
**Replies:** 2\
**Last updated:** [September 26, 2026, 8:48am UTC](https://forums.unrealengine.com/t/how-to-add-custom-asset-extension-or-a-virtual-asset/2295455 "2026-09-26T08:48:24Z")

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How can I add “virtual assets” to content browser? For example, I have a file in content browser with extension .css, how do I tell the content browser about it? How to display the icon and the name of asset in Editor …

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## [Editor Utility Blueprint - referencing actors](https://forums.unrealengine.com/t/editor-utility-blueprint-referencing-actors/2760334)

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**Author:** [@ArghCrazy](https://forums.unrealengine.com/u/ArghCrazy)\
**Replies:** 5\
**Last updated:** [September 23, 2026, 7:32am UTC](https://forums.unrealengine.com/t/editor-utility-blueprint-referencing-actors/2760334 "2026-09-23T07:32:02Z")

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the long-term goal is to deform landscape based on spline components, so they mimic landscape spline functionality. I understand this must be done in an editor utility. Landscape splines are annoying and buggy (when inte…

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## [Sync Blueprint and Niagara System](https://forums.unrealengine.com/t/sync-blueprint-and-niagara-system/2665668)

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**Author:** [@wilberolive](https://forums.unrealengine.com/u/wilberolive)\
**Replies:** 1\
**Last updated:** [September 23, 2026, 6:52am UTC](https://forums.unrealengine.com/t/sync-blueprint-and-niagara-system/2665668 "2026-09-23T06:52:16Z")

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I have a niagara system that has a user parameter of type mesh array. I then have a blueprint that also contains an array of meshes. I need to keep these two arrays in sync. At the moment I just do it manually in editor,…

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## [Using Python to Batch-Edit Blueprints/Metasounds?](https://forums.unrealengine.com/t/using-python-to-batch-edit-blueprints-metasounds/2678417)

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**Author:** [@Yoni\_Playside](https://forums.unrealengine.com/u/Yoni_Playside)\
**Replies:** 1\
**Last updated:** [September 12, 2026, 10:27am UTC](https://forums.unrealengine.com/t/using-python-to-batch-edit-blueprints-metasounds/2678417 "2026-09-12T10:27:07Z")

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Is it possible to use python scripts to batch-edit nodes inside of Metasounds or Blueprints? I’ve been creating scripts to batch-process a bunch of different things in Unreal but the one thing I haven’t figured out whet…

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## [Load game from SaveGame slot ID?](https://forums.unrealengine.com/t/load-game-from-savegame-slot-id/349510)

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**Author:** [@anonymous\_user\_a0feeb2e](https://forums.unrealengine.com/u/anonymous_user_a0feeb2e)\
**Replies:** 3\
**Last updated:** [September 6, 2026, 12:14pm UTC](https://forums.unrealengine.com/t/load-game-from-savegame-slot-id/349510 "2026-09-06T12:14:28Z")

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So I am trying to work with save/load mechanics here. I have a “New Game” function that will create a save slot using the inputted player name as the save slot name (no duplicates) Only issue is, I dont really know of …

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## [How to use IOnlineUserCloud::GetFileContents to read savegame from steam cloud?](https://forums.unrealengine.com/t/how-to-use-ionlineusercloud-getfilecontents-to-read-savegame-from-steam-cloud/432312)

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**Author:** [@brahoule](https://forums.unrealengine.com/u/brahoule)\
**Replies:** 2\
**Last updated:** [September 6, 2026, 9:56am UTC](https://forums.unrealengine.com/t/how-to-use-ionlineusercloud-getfilecontents-to-read-savegame-from-steam-cloud/432312 "2026-09-06T09:56:59Z")

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I try to read the save game in steam cloud… I successfully created a write to steam cloud function but now I need to read it. Anyone know how it can be done?

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## [\[Enhanced Input\] Input Mapping Context, array is out of order?](https://forums.unrealengine.com/t/enhanced-input-input-mapping-context-array-is-out-of-order/553290)

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**Author:** [@Psygel](https://forums.unrealengine.com/u/Psygel)\
**Replies:** 4\
**Last updated:** [September 4, 2026, 2:39pm UTC](https://forums.unrealengine.com/t/enhanced-input-input-mapping-context-array-is-out-of-order/553290 "2026-09-04T14:39:57Z")

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So I’m trying to migrate my input rebinding UI to the ‘Enhanced Input’ plugin and ran into a snag. I wanted to organize the Input Mapping Context so that I could pull everything in as one array (Get Mappings), but I’m n…

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## [How to load external images png/jpgs at runtime](https://forums.unrealengine.com/t/how-to-load-external-images-png-jpgs-at-runtime/223124)

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**Author:** [@anonymous\_user\_520439b1](https://forums.unrealengine.com/u/anonymous_user_520439b1)\
**Replies:** 2\
**Last updated:** [September 2, 2026, 7:39am UTC](https://forums.unrealengine.com/t/how-to-load-external-images-png-jpgs-at-runtime/223124 "2026-09-02T07:39:36Z")

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I’m new to unreal so I’m looking for a pointer on where to look for a way to load images like JPG/PNG/etc at runtime (NOT PACKAGED) load those onto a surface texture, and be able to repeat another load /display and updat…

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## [Content Browser C++ Classes Updates - How?](https://forums.unrealengine.com/t/content-browser-c-classes-updates-how/2744423)

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**Author:** [@AgentNeoslav](https://forums.unrealengine.com/u/AgentNeoslav)\
**Replies:** 2\
**Last updated:** [August 28, 2026, 8:45pm UTC](https://forums.unrealengine.com/t/content-browser-c-classes-updates-how/2744423 "2026-08-28T20:45:59Z")

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Hello alltogether! I’m looking for a way to refresh my content browsers after manipulating aka moving .h and .cpp files. Live Coding at least updates something meaning it finds the new paths - but doesnt delete old ones…

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## [Editor Utility Widget- How to detect drag and drop operation in Level Editor Viewport?](https://forums.unrealengine.com/t/editor-utility-widget-how-to-detect-drag-and-drop-operation-in-level-editor-viewport/2706559)

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**Author:** [@IlliciteS](https://forums.unrealengine.com/u/IlliciteS)\
**Replies:** 11\
**Last updated:** [August 28, 2026, 2:05pm UTC](https://forums.unrealengine.com/t/editor-utility-widget-how-to-detect-drag-and-drop-operation-in-level-editor-viewport/2706559 "2026-08-28T14:05:19Z")

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Hello, I’m trying to build a tool that displays a large number of items in a List Entry View inside an Editor Utility Widget. I want to be able to drag an item from the list and drop it into the Level Editor Viewport so…

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## [Refreshing Content Browser](https://forums.unrealengine.com/t/refreshing-content-browser/129865)

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**Author:** [@westcut](https://forums.unrealengine.com/u/westcut)\
**Replies:** 9\
**Last updated:** [August 27, 2026, 4:16pm UTC](https://forums.unrealengine.com/t/refreshing-content-browser/129865 "2026-08-27T16:16:32Z")

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I am working on a network drive and i have confirmed with support that refreshing the content browser automatically when either something is migrated or added through source control. I did find a node in editor widgets t…

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## [Python query about turning off Static Switch Paramter from Material Instance (not value)](https://forums.unrealengine.com/t/python-query-about-turning-off-static-switch-paramter-from-material-instance-not-value/1719851)

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**Author:** [@Vizard15](https://forums.unrealengine.com/u/Vizard15)\
**Replies:** 1\
**Last updated:** [August 27, 2026, 8:10am UTC](https://forums.unrealengine.com/t/python-query-about-turning-off-static-switch-paramter-from-material-instance-not-value/1719851 "2026-08-27T08:10:50Z")

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Hello, I’m trying to write a python script to blanket turn off the use of Normal maps in the project for optimisation tests. To turn off the static switch param value I can use: loaded\_instance = unreal.EditorAssetLibr…

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## [How to change ctrl + tab behavior back](https://forums.unrealengine.com/t/how-to-change-ctrl-tab-behavior-back/2738061)

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**Author:** [@ImSeroga](https://forums.unrealengine.com/u/ImSeroga)\
**Replies:** 0\
**Last updated:** [July 24, 2026, 11:36am UTC](https://forums.unrealengine.com/t/how-to-change-ctrl-tab-behavior-back/2738061 "2026-07-24T11:36:37Z")

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Receltly I updated my project to 5.8 version and ctrl + tab was redesigned from Last Accessed behavior to Cycling through tabs. Well, I found how to fix that. TL;DR In Edit-\>Editor Preferences find Tab Switching Behavio…

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## [Blueprint function from module of editor type can not be used in blueprint other than editor utility blueprint ](https://forums.unrealengine.com/t/blueprint-function-from-module-of-editor-type-can-not-be-used-in-blueprint-other-than-editor-utility-blueprint/2737751)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [June 23, 2026, 11:46am UTC](https://forums.unrealengine.com/t/blueprint-function-from-module-of-editor-type-can-not-be-used-in-blueprint-other-than-editor-utility-blueprint/2737751 "2026-06-23T11:46:07Z")

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We have a module of editor type and defined some static blueprint functions there, then we want to use those functions in an AssetUserData blueprint which is only used in editor. And we found that those functions do not…

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## [How can I establish communication between a class Blueprint and animation Blueprint?](https://forums.unrealengine.com/t/how-can-i-establish-communication-between-a-class-blueprint-and-animation-blueprint/279172)

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**Author:** [@Thumper](https://forums.unrealengine.com/u/Thumper)\
**Replies:** 7\
**Last updated:** [June 14, 2026, 6:46pm UTC](https://forums.unrealengine.com/t/how-can-i-establish-communication-between-a-class-blueprint-and-animation-blueprint/279172 "2026-06-14T18:46:35Z")

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I have an actor class I’ve created - lets call it cylinder. This class has a blue print where I collect and store the player characters X and Y location in two variables called Xposition, Yposition. This cylinder has s…

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## [Crash when adding new object instances in array in Widget Editor ](https://forums.unrealengine.com/t/crash-when-adding-new-object-instances-in-array-in-widget-editor/2738012)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [June 24, 2026, 8:15pm UTC](https://forums.unrealengine.com/t/crash-when-adding-new-object-instances-in-array-in-widget-editor/2738012 "2026-06-24T20:15:18Z")

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We uncovered this crash while working on our game and isolated the problem in the attached project. This EPS ticket seems to relate to our issue, but it’s not exactly the same: \[Content removed\] We made an engine chan…

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## [Twinery/Arcweave into UE Editor. How to? Any Experience? Advice?](https://forums.unrealengine.com/t/twinery-arcweave-into-ue-editor-how-to-any-experience-advice/249527)

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**Author:** [@Alassar](https://forums.unrealengine.com/u/Alassar)\
**Replies:** 1\
**Last updated:** [June 9, 2026, 7:31am UTC](https://forums.unrealengine.com/t/twinery-arcweave-into-ue-editor-how-to-any-experience-advice/249527 "2026-06-09T07:31:57Z")

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Hi Community! Glad to join you! Dear Friends I really need your help. I have a game I make, it’s Visual Novel. Once I met Twine/Arcweave, I trying to make similiar tool into UE4 Editor. What I need: Graph Editor or B…

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## [Setting asset collision presets via Editor Utility Widget](https://forums.unrealengine.com/t/setting-asset-collision-presets-via-editor-utility-widget/2724956)

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**Author:** [@faraz94](https://forums.unrealengine.com/u/faraz94)\
**Replies:** 1\
**Last updated:** [May 30, 2026, 9:22am UTC](https://forums.unrealengine.com/t/setting-asset-collision-presets-via-editor-utility-widget/2724956 "2026-05-30T09:22:40Z")

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Hey all, I’d like to make a tool that sets the collision profile of selected static mesh assets in the Content Browser. (It can be done via Property Matrix but I’m making collision tools and it would be nice to have this…

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## [Unreal Engine Crashes When I try to Run the Game](https://forums.unrealengine.com/t/unreal-engine-crashes-when-i-try-to-run-the-game/2724748)

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**Author:** [@DigitalSketch](https://forums.unrealengine.com/u/DigitalSketch)\
**Replies:** 2\
**Last updated:** [May 27, 2026, 6:13pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashes-when-i-try-to-run-the-game/2724748 "2026-05-27T18:13:47Z")

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I’m not sure if I’m putting this in the right category. Sorry if it’s in the wrong place. I’m doing an assignment for my class, and for some reason, when I click the “play” button to run the game, Unreal crashes and doe…

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## [VariantManager rebind to other actor with python](https://forums.unrealengine.com/t/variantmanager-rebind-to-other-actor-with-python/2716767)

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**Author:** [@AndiVR](https://forums.unrealengine.com/u/AndiVR)\
**Replies:** 0\
**Last updated:** [April 20, 2026, 10:24am UTC](https://forums.unrealengine.com/t/variantmanager-rebind-to-other-actor-with-python/2716767 "2026-04-20T10:24:08Z")

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Unreal Engine 5.3 Issue: The VariantManger is loosing bindings of actors when using level streaming. I guess there is no fix for that. (as far as i could find) My idea to write a python script to have the same functio…

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## [Setting Static Switch parameters of a Material Instance in Python](https://forums.unrealengine.com/t/setting-static-switch-parameters-of-a-material-instance-in-python/136415)

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**Author:** [@Vizard15](https://forums.unrealengine.com/u/Vizard15)\
**Replies:** 11\
**Last updated:** [April 7, 2026, 8:47pm UTC](https://forums.unrealengine.com/t/setting-static-switch-parameters-of-a-material-instance-in-python/136415 "2026-04-07T20:47:14Z")

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Hi all, Documentation at unreal.MaterialEditingLibrary — Unreal Python 5.1 (Experimental) documentation shows that we can get the material static switch parameters through get\_material\_default\_static\_switch\_parameter\_va…

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## [Editor Utility Widget: Creating Dynamic Sub-Widgets](https://forums.unrealengine.com/t/editor-utility-widget-creating-dynamic-sub-widgets/748880)

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**Author:** [@anonymous\_user\_c2dfcd1a](https://forums.unrealengine.com/u/anonymous_user_c2dfcd1a)\
**Replies:** 6\
**Last updated:** [March 26, 2026, 3:06pm UTC](https://forums.unrealengine.com/t/editor-utility-widget-creating-dynamic-sub-widgets/748880 "2026-03-26T15:06:52Z")

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Hello, I am making an Editor Utility Widget to allow for designers to override some aspects of the level generation. However, what I’d like to do is have a scrollable column in the middle of the widget with a “+” button…

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## [\[Open-Source Project\] UEFN TOOLBELT: 287+ Python Tools for World-Building & Verse Automation](https://forums.unrealengine.com/t/open-source-project-uefn-toolbelt-287-python-tools-for-world-building-verse-automation/2709005)

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**Author:** [@0CE4N\_on\_Spotify](https://forums.unrealengine.com/u/0CE4N_on_Spotify)\
**Replies:** 0\
**Last updated:** [March 26, 2026, 4:29am UTC](https://forums.unrealengine.com/t/open-source-project-uefn-toolbelt-287-python-tools-for-world-building-verse-automation/2709005 "2026-03-26T04:29:42Z")

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I’ve spent the last week building a massive automation suite to kill the “iteration tax” in UEFN. UEFN-TOOLBELT is an open-source library of 287+ professional tools (built for the 2026 Python 3.11 update) that handles ev…

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