Summary
Python Editor Scripting will not initialize in UEFN 41.20 even though it’s enabled in
Project Settings. Tools → Execute Python Script never appears, and every editor
session logs LogPython: Python disabled via CVar ‘Engine.Python.IsEnabledByDefault’
with no Python activity afterward. I’m trying to use editor-side Python for
repetitive level work (bulk actor placement and transforms, asset import and organization) the setup passes I currently redo by hand on every map. Gameplay logic stays in Verse; this is purely editor automation.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
- Open a project in UEFN 41.20 (CL-55550516)
- Go to Project Settings, search “Python”, and enable Python Editor Scripting
- Close and reopen the project
- Open the Tools menu and look for “Execute Python Script”
- Check UnrealEditorFortnite.log for LogPython entries
Expected Result
Python initializes at editor startup and “Execute Python Script” appears in the Tools menu, as described in the “Python Tools in UEFN” documentation.
Observed Result
Python never initializes. The log shows only LogPython: Python disabled via CVar
‘Engine.Python.IsEnabledByDefault’ and no further Python activity. “Execute Python Script” never appears in the Tools menu.
Platform(s)
Windows 11 (PC)
Additional Notes
- The per-project local enable does persist — EnablePythonLocallyPerProject=True for
each project ID in EditorPerProjectUserSettings.ini - Reproduced on three separate projects, including new ones, so it isn’t
project-specific corruption - Toggling the checkbox writes no corresponding key to the .uplugin or .uefnproject
(Scene Graph writes “EnableSceneGraph”: true by comparison) - The editor sets Engine.Python.IsPythonLifeCycleDynamic=1 at startup, but nothing
triggers Python to initialize - The Output Log console offers no Cmd input mode in my build, so py commands can’t be run manually
- Engine.Python.IsEnabledByDefault=1 in a user-level Engine.ini is removed by the
editor at startup; the same override in the project’s Config/DefaultEngine.ini has no effect.
I’ve read conflicting ideas on if it is gated or not. If it is gated, could I please have access?