# \#actor

**URL:** https://forums.unrealengine.com/tag/actor/989.md

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## [How to play multiple skeletal animations simultaneously from a Blueprint?](https://forums.unrealengine.com/t/how-to-play-multiple-skeletal-animations-simultaneously-from-a-blueprint/2848120)

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**Author:** [@AgentMic0604](https://forums.unrealengine.com/u/AgentMic0604)\
**Replies:** 2\
**Last updated:** [November 2, 2026, 6:26am UTC](https://forums.unrealengine.com/t/how-to-play-multiple-skeletal-animations-simultaneously-from-a-blueprint/2848120 "2026-11-02T06:26:25Z")

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I tried to play animations created for each bone in Blender from a Blueprint, but I noticed that when I started playing the second animation, the previous animation was completely overwritten. Since the bones used in the…

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## [\[Replicating TArray of UObjects\] Cannot get TArray\<UItemObject\*\> to replicate from within custom ActorComponent.](https://forums.unrealengine.com/t/replicating-tarray-of-uobjects-cannot-get-tarray-uitemobject-to-replicate-from-within-custom-actorcomponent/1262941)

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**Author:** [@Jacob\_Odell](https://forums.unrealengine.com/u/Jacob_Odell)\
**Replies:** 7\
**Last updated:** [October 20, 2026, 7:07pm UTC](https://forums.unrealengine.com/t/replicating-tarray-of-uobjects-cannot-get-tarray-uitemobject-to-replicate-from-within-custom-actorcomponent/1262941 "2026-10-20T19:07:25Z")

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Hello, I’m having an issue with getting a TArray of custom ItemObjects to replicate after the initial client load (it does when a client loads, but does not replicate after that). I am successfully adding ItemObjects to…

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## [Problem ,Why component's Forward/Right/Up vector changed in wrong direction while actor rotated ](https://forums.unrealengine.com/t/problem-why-components-forward-right-up-vector-changed-in-wrong-direction-while-actor-rotated/2746368)

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**Author:** [@horaceelen](https://forums.unrealengine.com/u/horaceelen)\
**Replies:** 11\
**Last updated:** [August 29, 2026, 1:00am UTC](https://forums.unrealengine.com/t/problem-why-components-forward-right-up-vector-changed-in-wrong-direction-while-actor-rotated/2746368 "2026-08-29T01:00:26Z")

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hi iam new to blueprint , I made a simple actor to show what i met in my programe a blank bp actor , i added two arrow and uncheck the hide in game the two arrow name “idle” and “move” , the “idle” one has no logic ,t…

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## [ERRORCODE:StaticMeshComponent0 has to be 'Movable' if you'd like to move](https://forums.unrealengine.com/t/errorcode-staticmeshcomponent0-has-to-be-movable-if-youd-like-to-move/478501)

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**Author:** [@anonymous\_user\_73e1d468](https://forums.unrealengine.com/u/anonymous_user_73e1d468)\
**Replies:** 5\
**Last updated:** [August 12, 2026, 12:52pm UTC](https://forums.unrealengine.com/t/errorcode-staticmeshcomponent0-has-to-be-movable-if-youd-like-to-move/478501 "2026-08-12T12:52:15Z")

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Hi there, I just started a new project using the category “Architecture, Engineering and Construction”. I’m having problems when I try to move a blueprint actor. After simulating the project, I’m pressing the “space” bu…

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## [How to detect edge so the character can fall and not stand in "air"?](https://forums.unrealengine.com/t/how-to-detect-edge-so-the-character-can-fall-and-not-stand-in-air/348936)

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**Author:** [@Sir\_Edlin](https://forums.unrealengine.com/u/Sir_Edlin)\
**Replies:** 20\
**Last updated:** [August 9, 2026, 12:55am UTC](https://forums.unrealengine.com/t/how-to-detect-edge-so-the-character-can-fall-and-not-stand-in-air/348936 "2026-08-09T00:55:29Z")

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Hello everyone, how to detect edge so my character does fall sooner and not stand in “air”? Re-sizing capsule is not an option since I have different characters with different sizes. Character should detect ledge while …

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## [Landscape Spline Road Merged Into One Static Mesh Doesnt Use LODs](https://forums.unrealengine.com/t/landscape-spline-road-merged-into-one-static-mesh-doesnt-use-lods/2671527)

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**Author:** [@golos91](https://forums.unrealengine.com/u/golos91)\
**Replies:** 1\
**Last updated:** [June 15, 2026, 2:42pm UTC](https://forums.unrealengine.com/t/landscape-spline-road-merged-into-one-static-mesh-doesnt-use-lods/2671527 "2026-06-15T14:42:57Z")

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Hi everyone! I created my roads using the Landscape Spline Tool in Unreal Engine 5.5. Everything worked fine, but the spline generated around 10 000 draw callsand about 100 000 primitives when looking at the whole map. …

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## [Pawn placed in the world move around unexpectedly.](https://forums.unrealengine.com/t/pawn-placed-in-the-world-move-around-unexpectedly/2726189)

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**Author:** [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Replies:** 0\
**Last updated:** [June 4, 2026, 7:28am UTC](https://forums.unrealengine.com/t/pawn-placed-in-the-world-move-around-unexpectedly/2726189 "2026-06-04T07:28:19Z")

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I’ve been troubled by this strange phenomenon for the past few days. I place a pawn in the world (root is a Scene Component), but when I try to adjust its position, it instantly jumps to a different coordinate system. U…

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## [Can I replace Foliage with an actor?](https://forums.unrealengine.com/t/can-i-replace-foliage-with-an-actor/2713921)

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**Author:** [@FairboyMarx](https://forums.unrealengine.com/u/FairboyMarx)\
**Replies:** 2\
**Last updated:** [April 13, 2026, 6:27am UTC](https://forums.unrealengine.com/t/can-i-replace-foliage-with-an-actor/2713921 "2026-04-13T06:27:38Z")

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I want to replace the Foliage of a map obtained as an asset with an actor that can be destroy using geometry collections.Is that possible? The actor has already been created and optimized as much as possible.It seems th…

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## [Physics and Instanced Static Mesh](https://forums.unrealengine.com/t/physics-and-instanced-static-mesh/2706555)

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**Author:** [@XAHTER](https://forums.unrealengine.com/u/XAHTER)\
**Replies:** 0\
**Last updated:** [March 16, 2026, 6:28pm UTC](https://forums.unrealengine.com/t/physics-and-instanced-static-mesh/2706555 "2026-03-16T18:28:35Z")

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Hey everyone, I’m currently working on my own voxel game. Voxels are implemented using an instanced static mesh. However, it can’t simulate physics on its own. I basically solved this by creating a root static mesh, enab…

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## [Cluster Union makes fracturing Geometry Collections more difficult.](https://forums.unrealengine.com/t/cluster-union-makes-fracturing-geometry-collections-more-difficult/2703806)

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**Author:** [@ssks1914](https://forums.unrealengine.com/u/ssks1914)\
**Replies:** 6\
**Last updated:** [March 6, 2026, 7:01am UTC](https://forums.unrealengine.com/t/cluster-union-makes-fracturing-geometry-collections-more-difficult/2703806 "2026-03-06T07:01:27Z")

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I am using a Cluster Union Actor which can connect pieces of Geometry Collections, but when I register a Geometry Collection using Add Component To Cluster, its durability increases unnaturally. What previously took two…

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## [How can I spawn actors a certain distance away from the player?](https://forums.unrealengine.com/t/how-can-i-spawn-actors-a-certain-distance-away-from-the-player/489618)

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**Author:** [@Luke\_Music](https://forums.unrealengine.com/u/Luke_Music)\
**Replies:** 5\
**Last updated:** [February 16, 2026, 11:02pm UTC](https://forums.unrealengine.com/t/how-can-i-spawn-actors-a-certain-distance-away-from-the-player/489618 "2026-02-16T23:02:13Z")

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So I’m making a space game where you fly a ship around. I want to spawn meteors but only when they are just outside the players view (Which Is Limited By Fog). I have tried spawning them using “random location in bo…

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## [Optimizing actor classes for naval turrets (turrets, cannons, projectiles..)](https://forums.unrealengine.com/t/optimizing-actor-classes-for-naval-turrets-turrets-cannons-projectiles/2691146)

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**Author:** [@Gnougnou](https://forums.unrealengine.com/u/Gnougnou)\
**Replies:** 4\
**Last updated:** [January 25, 2026, 1:39am UTC](https://forums.unrealengine.com/t/optimizing-actor-classes-for-naval-turrets-turrets-cannons-projectiles/2691146 "2026-01-25T01:39:02Z")

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Hi everyone, I’m trying to optimize a workflow for creating multiple naval-style turrets (3rd person top-down game, with the turrets looking at the cursor on a 2D plane, Yaw rotation). Currently, I have something wo…

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## [Blueprint actor loses it's bounds in simulation/in-game if it's not selected with mouse (UE5.6.0)](https://forums.unrealengine.com/t/blueprint-actor-loses-its-bounds-in-simulation-in-game-if-its-not-selected-with-mouse-ue5-6-0/2588380)

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**Author:** [@KAIRA\_Deepware](https://forums.unrealengine.com/u/KAIRA_Deepware)\
**Replies:** 2\
**Last updated:** [January 24, 2026, 6:29am UTC](https://forums.unrealengine.com/t/blueprint-actor-loses-its-bounds-in-simulation-in-game-if-its-not-selected-with-mouse-ue5-6-0/2588380 "2026-01-24T06:29:15Z")

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I’ve created a blueprint actor (pawn) and replaced it’s default root with a static mesh component. Collision object type is set as PhysicsBody. Everything works fine if the pawn is player controlled but in AI control the…

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## [Experimental settings still ''enabled'' according to the creator portal despite not having any experimental settings on](https://forums.unrealengine.com/t/experimental-settings-still-enabled-according-to-the-creator-portal-despite-not-having-any-experimental-settings-on/2676044)

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**Author:** [@FierceDeityYT](https://forums.unrealengine.com/u/FierceDeityYT)\
**Replies:** 1\
**Last updated:** [December 22, 2025, 11:37am UTC](https://forums.unrealengine.com/t/experimental-settings-still-enabled-according-to-the-creator-portal-despite-not-having-any-experimental-settings-on/2676044 "2025-12-22T11:37:27Z")

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Summary I have this one gungame map that i’ve been trying to update since the start of oktober but ever since the first fortnitemares update its been getting flagged with ‘‘experimental features enabled’’ I’m including …

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## [Sliding Blocks Won't Slide](https://forums.unrealengine.com/t/sliding-blocks-wont-slide/445554)

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**Author:** [@Iberlos](https://forums.unrealengine.com/u/Iberlos)\
**Replies:** 1\
**Last updated:** [December 17, 2025, 5:51pm UTC](https://forums.unrealengine.com/t/sliding-blocks-wont-slide/445554 "2025-12-17T17:51:37Z")

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Hello, my name is Luis, I have been trying to make a Tetris/CandyCrush like mechanic for a small game where players shoot blocks to acquire points. Basically there is a wall of blocks and if you shoot a block it will de…

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## [AI Perception inconsistent behavior.](https://forums.unrealengine.com/t/ai-perception-inconsistent-behavior/2672924)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 2\
**Last updated:** [November 8, 2025, 11:25am UTC](https://forums.unrealengine.com/t/ai-perception-inconsistent-behavior/2672924 "2025-11-08T11:25:20Z")

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I’m confused by unexpected AI Perception behavior. Actors derived from a single class have identical AIPerceptionStimuliSource settings. So, These should detect these classes equally, but in reality it selectively detec…

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## [The Multiplayer Vehicle Control Dilemma in UE5.6: Breaking the Pawn-Possession Paradigm](https://forums.unrealengine.com/t/the-multiplayer-vehicle-control-dilemma-in-ue5-6-breaking-the-pawn-possession-paradigm/2672922)

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**Author:** [@TrifingZW](https://forums.unrealengine.com/u/TrifingZW)\
**Replies:** 0\
**Last updated:** [November 8, 2025, 8:39am UTC](https://forums.unrealengine.com/t/the-multiplayer-vehicle-control-dilemma-in-ue5-6-breaking-the-pawn-possession-paradigm/2672922 "2025-11-08T08:39:21Z")

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Issues with Using ChaosVehicles Plugin in Unreal 5.6 C++ Problem Background While using the ChaosVehicles plugin in Unreal Engine 5.6 C++, I’ve encountered some unresolved issues. Since a Vehicle is a Pawn, when we want…

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## [Landscape Spline Road Merged Into One Static Mesh Doesn’t Use LODs or HLOD in World Partition](https://forums.unrealengine.com/t/landscape-spline-road-merged-into-one-static-mesh-doesn-t-use-lods-or-hlod-in-world-partition/2671399)

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**Author:** [@golos91](https://forums.unrealengine.com/u/golos91)\
**Replies:** 0\
**Last updated:** [November 3, 2025, 7:44pm UTC](https://forums.unrealengine.com/t/landscape-spline-road-merged-into-one-static-mesh-doesn-t-use-lods-or-hlod-in-world-partition/2671399 "2025-11-03T19:44:40Z")

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I created my roads using the Landscape Spline Tool in Unreal Engine 5.5. Everything worked fine, but the spline generated around 10 000 draw calls and about 100 000 primitives when looking at the whole map. To op…

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## [How to get Blueprint to Blueprint Variable Communication](https://forums.unrealengine.com/t/how-to-get-blueprint-to-blueprint-variable-communication/1677776)

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**Author:** [@Lemon\_Mann](https://forums.unrealengine.com/u/Lemon_Mann)\
**Replies:** 1\
**Last updated:** [August 31, 2025, 4:11am UTC](https://forums.unrealengine.com/t/how-to-get-blueprint-to-blueprint-variable-communication/1677776 "2025-08-31T04:11:28Z")

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I’m very new to Unreal Engine, and I’m currently working on a long-term project. I’ve been coding in C# and C++ for several years, so blueprints and their limitations often get mixed up with what you can do manually codi…

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## [Actor not shown in Android](https://forums.unrealengine.com/t/actor-not-shown-in-android/2647105)

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**Author:** [@Reicon](https://forums.unrealengine.com/u/Reicon)\
**Replies:** 0\
**Last updated:** [August 19, 2025, 3:55pm UTC](https://forums.unrealengine.com/t/actor-not-shown-in-android/2647105 "2025-08-19T15:55:54Z")

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I am veeeeery new with UE. I am making a little game abouts mazes. I use a maze generator plugin that provide a BP of a maze. I created a level and drag and drop the BP in it, so the maze actor is created in the level…

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## [Is order of RPCs and property replication guaranteed between actors? Is it different with Iris?](https://forums.unrealengine.com/t/is-order-of-rpcs-and-property-replication-guaranteed-between-actors-is-it-different-with-iris/2642972)

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**Author:** [@Kaltxi](https://forums.unrealengine.com/u/Kaltxi)\
**Replies:** 1\
**Last updated:** [August 16, 2025, 11:07pm UTC](https://forums.unrealengine.com/t/is-order-of-rpcs-and-property-replication-guaranteed-between-actors-is-it-different-with-iris/2642972 "2025-08-16T23:07:36Z")

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I’m working on migration to Iris and found a peculiar problem. We have Widgets in the AHUD which initialize a cached HUD variable from APlayerController on NativeConstruct. With traditional replication it works fine, the…

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## [How to delete all actors generated by PCG along with deleting the PCG?](https://forums.unrealengine.com/t/how-to-delete-all-actors-generated-by-pcg-along-with-deleting-the-pcg/2633194)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 0\
**Last updated:** [August 7, 2025, 10:03am UTC](https://forums.unrealengine.com/t/how-to-delete-all-actors-generated-by-pcg-along-with-deleting-the-pcg/2633194 "2025-08-07T10:03:49Z")

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I am having trouble because there is no way to delete actors generated by PCG. It cannot be deleted from the tool, and the actor remains even if the folder is deleted. I want to link the generated actors to actors that …

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## [How to rotate bounds in PCG?](https://forums.unrealengine.com/t/how-to-rotate-bounds-in-pcg/2620991)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 0\
**Last updated:** [July 28, 2025, 8:32am UTC](https://forums.unrealengine.com/t/how-to-rotate-bounds-in-pcg/2620991 "2025-07-28T08:32:07Z")

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I’m looking for a way to rotate an entire building made by arranging meshes with the Bounds Modifier according to the rotation of a PCG actor. Currently, rotating the actor only changes the size of the bounds. How can I…

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## [How to list actors generated by PCG in BP?](https://forums.unrealengine.com/t/how-to-list-actors-generated-by-pcg-in-bp/2611546)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 0\
**Last updated:** [July 20, 2025, 7:58am UTC](https://forums.unrealengine.com/t/how-to-list-actors-generated-by-pcg-in-bp/2611546 "2025-07-20T07:58:17Z")

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Is it possible to list actors spawned by PCG’s SpawnActor on the BP that owns the PCG? Or can I store it in an array in PCG and access it from BP?

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## [UpdateOverlaps freezes UE4 (Spawning actor)](https://forums.unrealengine.com/t/updateoverlaps-freezes-ue4-spawning-actor/416896)

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**Author:** [@broly](https://forums.unrealengine.com/u/broly)\
**Replies:** 3\
**Last updated:** [November 2, 2024, 8:16am UTC](https://forums.unrealengine.com/t/updateoverlaps-freezes-ue4-spawning-actor/416896 "2024-11-02T08:16:50Z")

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Actor spawned and game freezes for several seconds. It happens after a while (3 minutes of game with five players). I profiled my game and got this: This character spawned after login to game at spawn point. Also o…

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## [Where is the "rename multiple actors" function in Unreal 5.1?](https://forums.unrealengine.com/t/where-is-the-rename-multiple-actors-function-in-unreal-5-1/832543)

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**Author:** [@Ares9323](https://forums.unrealengine.com/u/Ares9323)\
**Replies:** 17\
**Last updated:** [June 17, 2025, 8:32pm UTC](https://forums.unrealengine.com/t/where-is-the-rename-multiple-actors-function-in-unreal-5-1/832543 "2025-06-17T20:32:01Z")

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Here’s what I’m talking about (Recorded in UE 4.27.2) Screenshot from UE 5.1.1

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## [How can I snap my box collisions to the edge of the screen?](https://forums.unrealengine.com/t/how-can-i-snap-my-box-collisions-to-the-edge-of-the-screen/2551408)

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**Author:** [@Earo60](https://forums.unrealengine.com/u/Earo60)\
**Replies:** 0\
**Last updated:** [June 11, 2025, 1:16pm UTC](https://forums.unrealengine.com/t/how-can-i-snap-my-box-collisions-to-the-edge-of-the-screen/2551408 "2025-06-11T13:16:15Z")

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To cut to the chase, I want to make my box collisions to snap to edge of the mobile screen (left, right & top) so when the ball goes on one of the edges it will bounce perfectly. Setting it manually isn’t good enough due…

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## [Unreal creates duplicates (Actor) that I didn't create. | visible, sublevel, actors](https://forums.unrealengine.com/t/unreal-creates-duplicates-actor-that-i-didnt-create-visible-sublevel-actors/2539599)

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**Author:** [@Nizami\_Nz](https://forums.unrealengine.com/u/Nizami_Nz)\
**Replies:** 1\
**Last updated:** [June 3, 2025, 8:44pm UTC](https://forums.unrealengine.com/t/unreal-creates-duplicates-actor-that-i-didnt-create-visible-sublevel-actors/2539599 "2025-06-03T20:44:09Z")

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Unreal creates duplicates (Actor) that I didn’t create. This happens when I click the (Compile) button in any blueprint. This beginning started when I pressed (Ctrl+z) - (Ctrl+Y) However, these dubbed actors are not o…

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## [How do I clear a variable?](https://forums.unrealengine.com/t/how-do-i-clear-a-variable/281142)

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**Author:** [@anonymous\_user\_80025496](https://forums.unrealengine.com/u/anonymous_user_80025496)\
**Replies:** 15\
**Last updated:** [May 20, 2025, 5:41pm UTC](https://forums.unrealengine.com/t/how-do-i-clear-a-variable/281142 "2025-05-20T17:41:58Z")

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Very sorry if this has been asked before, but I couldn’t find an answer. How do I set a variable to nothing/nil/null/none etc? Scenario: I set a variable on an actor when it collides with another actor, I want to clear…

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## [Client not receiving reference to actor spawned by server](https://forums.unrealengine.com/t/client-not-receiving-reference-to-actor-spawned-by-server/2498341)

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**Author:** [@Space\_Grouse](https://forums.unrealengine.com/u/Space_Grouse)\
**Replies:** 0\
**Last updated:** [May 9, 2025, 4:29am UTC](https://forums.unrealengine.com/t/client-not-receiving-reference-to-actor-spawned-by-server/2498341 "2025-05-09T04:29:29Z")

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I am spawning a weapon (rifle) on the server, and then trying to set it as a reference on the client so they can do things with it (like shoot). However, the client isn’t receiving the actor when I RPC. What am I missing…

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