Help: I Am Missing Blueprint Functions From My Editor

I recently started getting into UE5 and am trying to mess with data layers. In the documentation for 5.4, which I am using this is the list of blueprint functions for data layers.

When I tried to add an actor to a data layer using one of the first functions listed in that list, this was my options in the blueprint editor

I don’t see half of the options in that link. Am I missing something or is my Unreal corrupted somehow? Or is it just not there?

Hello @Batmanerd27 ,
It’s great that you’re starting to experiment with Data Layers in UE5 , they’re essential for organizing content and controlling what gets loaded or hidden in the world. Here’s the official 5.4 documentation, where you’ll find the full list of Blueprint functions and the difference between those available at runtime and those for the editor:

This video also gives a practical explanation of how they work and when it makes sense to use them:

With both, you should get a clearer idea of how to integrate them into your project and avoid confusion between what can be done in the editor versus what actually runs at runtime.

About not seeing the nodes: I think it’s because the documentation mixes editor functions with runtime ones. The editor functions only show up in an Editor Utility Blueprint/Widget, not in a normal gameplay Blueprint.

Hope it helps!!

does the mean I can’t add actors to data layers in runtime? Why have this stipulation that seems so strange?

If i wanted to make layers that actors could swap between is there a better tool or is that just it?

From what I understand after reading the documentation, as of now you can’t add or remove actors from a Data Layer at runtime. Data Layers are mainly designed as an editor-side tool for organization and streaming. Actor membership is defined there and baked into the level.

At runtime the only thing you can control is the state of a layer (activate, load, unload).
In the official Data Layers docs (UE 5.4), Epic clearly lists two types of functions:

  • Editor : Add Actor to Data Layer, Remove Actor from Data Layer, etc.
  • Runtime : Set/Get Data Layer Runtime State, Get Data Layer Instances, etc.

If what you’re looking for is to have actors “switch groups” dynamically, a much more flexible alternative is Gameplay Tags.

  • Unlike Data Layers, tags can be added or removed at runtime.
  • They let you dynamically group actors and then decide what to do with that group (hide them, disable collision, apply effects, etc.).
  • Keep in mind that Gameplay Tags don’t handle world streaming or visibility like Data Layers , they’re a logic system (hide, disable, trigger effects, etc.), not a content loading system.

And if what you need is to manage large sets of actors or entire sections of a map, it’s also worth considering Level Streaming. With sublevels you can load and unload entire chunks of content based on game logic — not only for large open worlds, but also for structuring missions, phases, or cinematic setups where whole sets of actors need to appear or disappear together.

I also left several posts and the documentation for you to take a look at

Hope it helps!