# (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:** 673

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [March 12, 2015, 2:24am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/673 "2015-03-12T02:24:21Z")

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**Instanced Static Mesh Editor Update**

I just added support for layers and world outliner folder paths!

Now if you revert an instanced static mesh you played into a folder, the new static mesh actors will be added to the same folder!

And layer information is copied as well!

works both ways, so if you had a bunch of static mesh actors in a layer, and turn them into a single instanced static mesh actor, that actor will have the layers and be in the folder of the root static mesh actor from the original selection.

Enjoy!

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