# Expanding a macro then deleting nodes changes the original macro

**URL:** <https://forums.unrealengine.com/t/expanding-a-macro-then-deleting-nodes-changes-the-original-macro/407758>\
**Category:** Blueprint\
**Tags:** unreal-engine, bug-report, question, Blueprint\
**Created:** [October 23, 2017, 8:24pm UTC](https://forums.unrealengine.com/t/expanding-a-macro-then-deleting-nodes-changes-the-original-macro/407758 "2017-10-23T20:24:58Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![CraigMason](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/craigmason/32/1111934_2.png) [@CraigMason](https://forums.unrealengine.com/u/CraigMason)\
**Post date:** [October 23, 2017, 8:24pm UTC](https://forums.unrealengine.com/t/expanding-a-macro-then-deleting-nodes-changes-the-original-macro/407758/1 "2017-10-23T20:24:58Z")

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I have a simple macro containing “Add Instanced Static Mesh Component”.

I use this macro, then duplicate it, expand the duplicate, then [delete the resulting node][1].

This causes the in-situ macro to break. If I hit Save, then inspect the macro, it has changed to “Add Component”. The macro needs to be recreated.

This is the same when using a Blueprint Macro Library.

[Example project][2] (Open BT\_Test, clone the macro on the Construction Script, Expand Node, delete the expansion, hit compile)

[YouTube video of issue][4]

 ![217686-instance-issue.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/2/3/d2323aa72c1448e8c3e91ea4db1bd460f8aa571d.jpeg)

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**Author:** ![anonymous\_user\_e729f54e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e729f54e](https://forums.unrealengine.com/u/anonymous_user_e729f54e)\
**Post date:** [November 6, 2017, 9:00pm UTC](https://forums.unrealengine.com/t/expanding-a-macro-then-deleting-nodes-changes-the-original-macro/407758/2 "2017-11-06T21:00:17Z")

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Hello Craig Mason,

I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: [Unreal Engine Issues and Bug Tracker (UE-52063)](https://issues.unrealengine.com/issue/UE-52063)

Make it a great day
