# Static child actor components

**URL:** <https://forums.unrealengine.com/t/static-child-actor-components/337066>\
**Category:** Rendering\
**Tags:** child-actor-componen, unreal-engine, construction-script, static, Lighting, Blueprint, question\
**Created:** [October 31, 2015, 4:08pm UTC](https://forums.unrealengine.com/t/static-child-actor-components/337066 "2015-10-31T16:08:14Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Roel](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Roel](https://forums.unrealengine.com/u/Roel)\
**Post date:** [October 31, 2015, 4:08pm UTC](https://forums.unrealengine.com/t/static-child-actor-components/337066/1 "2015-10-31T16:08:14Z")

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Hi,

I was wondering if it was possible to make a child actor component static. I know there is an option for it, but it does not seem to do anything.

What I would like is to bake lighting on it, which is currently not working. Because if I reopen my level, all the lighting for child actor blueprints are broken. But if I use the same actor in the level but not as a child actor it works fine.

To reproduce:

- Create 2 blueprints with both a static mesh component with mobility set to static.
- Add one as a child component of the other one.
- Set the child actor component to static as well.  
Place the parent in the world.
- Rebake lighting.
- Close map en open it up again.
- It will tell you to rebuild lighting.

It would be awesome if this works, that would open a lot of possibilities for structuring art. It would also be cool if the spawning of it in construction scripts could be done statically just like with static meshes.

Will/can it be supported in the future?

Thanks!

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**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [November 25, 2015, 9:14pm UTC](https://forums.unrealengine.com/t/static-child-actor-components/337066/2 "2015-11-25T21:14:14Z")

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Hi Roel,

Thank you for the report. This is not the intended behavior and it’s happening in 4.9.2 and 4.10. However, I tested this in our latest internal build and it is now working. You will see it fixed in a future update.

Cheers,

TJ

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**Author:** ![Roel](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Roel](https://forums.unrealengine.com/u/Roel)\
**Post date:** [December 22, 2015, 1:17pm UTC](https://forums.unrealengine.com/t/static-child-actor-components/337066/3 "2015-12-22T13:17:36Z")

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Any news on when this will become part of a release version? 4.10.1 does not have this feature. Will it be part of 4.11?

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**Author:** ![FilipeTessaro](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/filipetessaro/32/1194666_2.png) [@FilipeTessaro](https://forums.unrealengine.com/u/FilipeTessaro)\
**Post date:** [December 22, 2015, 1:24pm UTC](https://forums.unrealengine.com/t/static-child-actor-components/337066/4 "2015-12-22T13:24:44Z")

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I think so, they have changed a lot of things about lighting, shadows and particles to the new version, as shown here: [Paragon Feature Examples: Cinematic Lighting & Rendering | Feature Highlight | Unreal Engine - YouTube](https://www.youtube.com/watch?v=22jvxFoTHBk)  
The 4.11 version will be awesome!

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**Author:** ![Roel](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Roel](https://forums.unrealengine.com/u/Roel)\
**Post date:** [December 23, 2015, 9:18am UTC](https://forums.unrealengine.com/t/static-child-actor-components/337066/5 "2015-12-23T09:18:16Z")

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Just to clear things up, it is indeed working in the 4.11 preview version.

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**Author:** ![gnunez](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gnunez](https://forums.unrealengine.com/u/gnunez)\
**Post date:** [April 30, 2025, 1:36pm UTC](https://forums.unrealengine.com/t/static-child-actor-components/337066/6 "2025-04-30T13:36:37Z")

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Hello, It appear to me that this exact issue has come back in 5.5.4, it does not happen in 5.4.4
