# (39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

**URL:** <https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [April 29, 2014, 1:27am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448 "2014-04-29T01:27:59Z")\
**Posts on this page:** 1\
**Showing post:** 643

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**Author:** ![Napoleonite](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Napoleonite](https://forums.unrealengine.com/u/Napoleonite)\
**Post date:** [March 3, 2015, 9:42am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/643 "2015-03-03T09:42:27Z")

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> [@;234688](#):
>
> I contacted Epic about a while back and was told by a senior Epic engineer that spawning actors directly into sublevels is not a supported functionality, and so the fact that my nodes are not working correctly does not surprise me.
> 
> Spawning into the persistent / main level and then hiding stuff as needed / managing your own level spawn list is the only thing I can recommend given what I’ve been told
> 
> 🙂

That is extremely disappointing… Thanks for the info though.  
Anyway, for other people, to disable an actor completely:

1. set actor hidden in game: true
2. set actor enabled collision: false
3. set actor tick enabled: false
4. add triggerboxes to your level to set/unset the above 3. And don’t forget to also disable enemies/AI manually (and projectiles and such!) as well or they’ll fall outside of the level. Very messy.

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