# \#Automation

**URL:** https://forums.unrealengine.com/tag/automation/1139.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

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## [Skip file type registration on Setup](https://forums.unrealengine.com/t/skip-file-type-registration-on-setup/490779)

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**Author:** [@KNyqvist](https://forums.unrealengine.com/u/KNyqvist)\
**Replies:** 2\
**Last updated:** [November 6, 2026, 4:12pm UTC](https://forums.unrealengine.com/t/skip-file-type-registration-on-setup/490779 "2026-11-06T16:12:19Z")

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How do I run Setup.bat to install the pre-requirements without the popup about of registering Unreal File Types?

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## [USD Unpacker - Automatically convert general actors to functional actors](https://forums.unrealengine.com/t/usd-unpacker-automatically-convert-general-actors-to-functional-actors/2721347)

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**Author:** [@rvakato](https://forums.unrealengine.com/u/rvakato)\
**Replies:** 1\
**Last updated:** [October 31, 2026, 8:50am UTC](https://forums.unrealengine.com/t/usd-unpacker-automatically-convert-general-actors-to-functional-actors/2721347 "2026-10-31T08:50:22Z")

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I use USD to sync data between Blender and Unreal Engine at my side project.(recognising that USD is primarily an interchange format rather than a final import solution). While it preserves the original data structure, t…

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## [Batch Toolset Nine in One](https://forums.unrealengine.com/t/batch-toolset-nine-in-one/2840258)

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**Author:** [@UNRealBrush](https://forums.unrealengine.com/u/UNRealBrush)\
**Replies:** 2\
**Last updated:** [October 30, 2026, 6:09am UTC](https://forums.unrealengine.com/t/batch-toolset-nine-in-one/2840258 "2026-10-30T06:09:19Z")

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Batch Toolset brings nine practical workflows into one dockable Unreal Editor panel. Select and modify Level Actors and Content Browser assets without repeating the same setup one object at a time.Check here https://w…

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## [CodeFizz Editor Agent: drive the Unreal Editor from Claude, Cursor, or any MCP client (615 commands, UE 5.6 to 5.8)](https://forums.unrealengine.com/t/codefizz-editor-agent-drive-the-unreal-editor-from-claude-cursor-or-any-mcp-client-615-commands-ue-5-6-to-5-8/2736419)

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**Author:** [@Aadeshrao](https://forums.unrealengine.com/u/Aadeshrao)\
**Replies:** 7\
**Last updated:** [July 30, 2026, 9:10am UTC](https://forums.unrealengine.com/t/codefizz-editor-agent-drive-the-unreal-editor-from-claude-cursor-or-any-mcp-client-615-commands-ue-5-6-to-5-8/2736419 "2026-07-30T09:10:09Z")

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I have been building CodeFizz Editor Agent, a plugin that lets an AI assistant work directly inside the Unreal Editor. It is not a chat window that writes code for you to paste in. The agent calls real editor commands, s…

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## [\[Demo Released\] Unreal AI Integration Platform (UAIP) — drive the Editor with AI agents (Claude, Codex, Cursor) over MCP](https://forums.unrealengine.com/t/demo-released-unreal-ai-integration-platform-uaip-drive-the-editor-with-ai-agents-claude-codex-cursor-over-mcp/2729436)

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**Author:** [@Naotsun](https://forums.unrealengine.com/u/Naotsun)\
**Replies:** 1\
**Last updated:** [June 22, 2026, 2:51pm UTC](https://forums.unrealengine.com/t/demo-released-unreal-ai-integration-platform-uaip-drive-the-editor-with-ai-agents-claude-codex-cursor-over-mcp/2729436 "2026-06-22T14:51:33Z")

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Hi all, I’m releasing the demo build and documentation for Unreal AI Integration Platform (UAIP) ahead of the Fab listing. UAIP is a plugin that exposes the Editor and Runtime as a structured API for AI agents (Claude C…

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## [\[Feature Request\] AI-Driven Platform-Specific Backend Optimization for Cross-Platform Compilations ](https://forums.unrealengine.com/t/feature-request-ai-driven-platform-specific-backend-optimization-for-cross-platform-compilations/2728316)

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**Author:** [@freddy\_fazber1](https://forums.unrealengine.com/u/freddy_fazber1)\
**Replies:** 0\
**Last updated:** [June 12, 2026, 8:32pm UTC](https://forums.unrealengine.com/t/feature-request-ai-driven-platform-specific-backend-optimization-for-cross-platform-compilations/2728316 "2026-06-12T20:32:21Z")

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\[Feature Request / RFC\] AI-Driven Platform-Specific Backend Optimization Layer for Cross-Platform Engines Abstract This proposal introduces a conceptual architecture for decoupling High-Level Gameplay Logic from Low-Leve…

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## [Introducing Aether Nexus + Aether Forge - An AI-Orchestrated UE5 Prototype Pipeline ](https://forums.unrealengine.com/t/introducing-aether-nexus-aether-forge-an-ai-orchestrated-ue5-prototype-pipeline/2726636)

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**Author:** [@Sacrede1337](https://forums.unrealengine.com/u/Sacrede1337)\
**Replies:** 0\
**Last updated:** [June 6, 2026, 5:01am UTC](https://forums.unrealengine.com/t/introducing-aether-nexus-aether-forge-an-ai-orchestrated-ue5-prototype-pipeline/2726636 "2026-06-06T05:01:54Z")

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Title Introducing Aether Nexus and Aether Forge: A UE5 AI Prototype Pipeline Forum Post Hey everyone, I wanted to introduce a project I’ve been building called Aether. Aether is my attempt to make AI-assisted Unreal E…

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## [Universal Game Pilot AI Agent (Create Blueprint, UMG UI, C++, Niagara, Anything)](https://forums.unrealengine.com/t/universal-game-pilot-ai-agent-create-blueprint-umg-ui-c-niagara-anything/2717366)

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**Author:** [@Bladerskb](https://forums.unrealengine.com/u/Bladerskb)\
**Replies:** 3\
**Last updated:** [May 17, 2026, 1:44pm UTC](https://forums.unrealengine.com/t/universal-game-pilot-ai-agent-create-blueprint-umg-ui-c-niagara-anything/2717366 "2026-05-17T13:44:21Z")

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First UE5 AI Plugin that Implements AAA Quality Gameplay Features with Self-Play Game Pilot is a powerful Unreal Engine 5 plugin that implement gameplay features for you across All Blueprint Types, Anim Blueprints, Widg…

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## [Installed Build not outputting anything to outdir (5.8)](https://forums.unrealengine.com/t/installed-build-not-outputting-anything-to-outdir-5-8/2721882)

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**Author:** [@Starcrater21](https://forums.unrealengine.com/u/Starcrater21)\
**Replies:** 4\
**Last updated:** [May 15, 2026, 7:57pm UTC](https://forums.unrealengine.com/t/installed-build-not-outputting-anything-to-outdir-5-8/2721882 "2026-05-15T19:57:23Z")

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As per the title, whenever I try to create a installed build for UE5.8 from source, no binaries are output to the specified outdir, only PDB files. Were there any changes to 5.8 that would cause this? Not really sure wh…

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## [RsTools reality scan python client](https://forums.unrealengine.com/t/rstools-reality-scan-python-client/2702812)

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**Author:** [@LilBroomstick](https://forums.unrealengine.com/u/LilBroomstick)\
**Replies:** 1\
**Last updated:** [March 4, 2026, 4:02pm UTC](https://forums.unrealengine.com/t/rstools-reality-scan-python-client/2702812 "2026-03-04T16:02:21Z")

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https://github.com/bossdown123/RsTool i’ve designed a python client for reality scan if you find it useful please leave your feedback also if you find an issues

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## [Is it possible to batch automate mesh2metahuman?](https://forums.unrealengine.com/t/is-it-possible-to-batch-automate-mesh2metahuman/2694783)

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**Author:** [@Mic-33](https://forums.unrealengine.com/u/Mic-33)\
**Replies:** 0\
**Last updated:** [January 25, 2026, 2:09pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-batch-automate-mesh2metahuman/2694783 "2026-01-25T14:09:06Z")

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I have a large library of 3D face scans used with an in-house platform for facial expressions. I want to know if it is possible to use my database to batch generate metahumans from my scans. Essentially, is it technicall…

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## [Lightwave Dynamics – Smart Lighting Control for Unreal Engine](https://forums.unrealengine.com/t/lightwave-dynamics-smart-lighting-control-for-unreal-engine/2679458)

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**Author:** [@DorrealArt](https://forums.unrealengine.com/u/DorrealArt)\
**Replies:** 2\
**Last updated:** [December 2, 2025, 6:26am UTC](https://forums.unrealengine.com/t/lightwave-dynamics-smart-lighting-control-for-unreal-engine/2679458 "2025-12-02T06:26:24Z")

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I’ve been testing UE 5.7’s MegaLights with one of my own tools, Lightwave Dynamics, in this fantasy hall environment. The scene runs with 107 dynamic lights in a single interior: • 69 point lights • 28 spot lights • …

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## [Free plugins! Ferrefy](https://forums.unrealengine.com/t/free-plugins-ferrefy/2598787)

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**Author:** [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Replies:** 2\
**Last updated:** [November 19, 2025, 5:02pm UTC](https://forums.unrealengine.com/t/free-plugins-ferrefy/2598787 "2025-11-19T17:02:20Z")

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Hello developers I am publishing professional Unreal Engine plugins for free on GitHub: \\ \\ Find more plugins I share more essential tools, features, parts for your project on FAB: https://www.fab.com/sellers/Ferr…

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## [Automatically scale of master field box shape based on parent actor](https://forums.unrealengine.com/t/automatically-scale-of-master-field-box-shape-based-on-parent-actor/2671383)

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**Author:** [@LoweloDev](https://forums.unrealengine.com/u/LoweloDev)\
**Replies:** 3\
**Last updated:** [November 15, 2025, 10:37am UTC](https://forums.unrealengine.com/t/automatically-scale-of-master-field-box-shape-based-on-parent-actor/2671383 "2025-11-15T10:37:13Z")

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Hello people, I have to bother you with my noob questions again, I am trying to automatically set the master field box shape size to that of the actor I attached it to which can be any arbitrary geometry collection I g…

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## [Modifying the DefaultEngine.ini through a utility widget](https://forums.unrealengine.com/t/modifying-the-defaultengine-ini-through-a-utility-widget/482207)

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**Author:** [@Yashinski](https://forums.unrealengine.com/u/Yashinski)\
**Replies:** 4\
**Last updated:** [October 7, 2025, 9:09pm UTC](https://forums.unrealengine.com/t/modifying-the-defaultengine-ini-through-a-utility-widget/482207 "2025-10-07T21:09:29Z")

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Hello, I’m trying to save some time updating my project’s version through an editor utility widget . Currently I manually set the version through the editor’s project settings window and type whatever version I want in…

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## [Multi Objects Renaming Tool](https://forums.unrealengine.com/t/multi-objects-renaming-tool/72123)

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**Author:** [@F1nik](https://forums.unrealengine.com/u/F1nik)\
**Replies:** 98\
**Last updated:** [October 5, 2025, 7:55pm UTC](https://forums.unrealengine.com/t/multi-objects-renaming-tool/72123 "2025-10-05T19:55:42Z")

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Hi there! I want to introduce you the MORT (Multi Objects Renaming Tool) MARKETPLACE link Simple and awesome editor improvement that helps you to rename and rearrange your structure in the World Outliner and Content B…

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## [Gauntlet not starting automation tests of packaged game](https://forums.unrealengine.com/t/gauntlet-not-starting-automation-tests-of-packaged-game/2564585)

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**Author:** [@e3delyptos](https://forums.unrealengine.com/u/e3delyptos)\
**Replies:** 0\
**Last updated:** [June 18, 2025, 2:28pm UTC](https://forums.unrealengine.com/t/gauntlet-not-starting-automation-tests-of-packaged-game/2564585 "2025-06-18T14:28:49Z")

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Hi everybody, I have some automation tests I wish to execute in a packaged game using a CI workflow. So I have setup Gauntlet to start the test after packaging the game. I am using the command .uat RunUnreal -- -build…

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## [What is "ushell", a CLI tool that ships with Unreal Engine? How to use it on Linux?](https://forums.unrealengine.com/t/what-is-ushell-a-cli-tool-that-ships-with-unreal-engine-how-to-use-it-on-linux/1710808)

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**Author:** [@dzemzmcdonalda](https://forums.unrealengine.com/u/dzemzmcdonalda)\
**Replies:** 6\
**Last updated:** [May 7, 2025, 12:36pm UTC](https://forums.unrealengine.com/t/what-is-ushell-a-cli-tool-that-ships-with-unreal-engine-how-to-use-it-on-linux/1710808 "2025-05-07T12:36:11Z")

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Hiya, Looking through Unreal’s source tree I noticed that there is a small CLI tool called ushell located under following directory: \[UnrealEngine\]/Engine/Extras/ushell Based on its README.txt, it looks very similar to…

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## [Ferrefy: Asset Naming Plugin (UAsset styleguide automation)](https://forums.unrealengine.com/t/ferrefy-asset-naming-plugin-uasset-styleguide-automation/2476209)

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**Author:** [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Replies:** 0\
**Last updated:** [April 25, 2025, 8:55pm UTC](https://forums.unrealengine.com/t/ferrefy-asset-naming-plugin-uasset-styleguide-automation/2476209 "2025-04-25T20:55:06Z")

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Hi all, I have published the first of my collection of Unreal Engine plugins to FAB. You can find me on FAB or the web as my company Ferrefy. On the forums, and previous projects like Road To The North you know me by…

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## [Movie Render Queue blueprint](https://forums.unrealengine.com/t/movie-render-queue-blueprint/486714)

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**Author:** [@ARAR23-AR](https://forums.unrealengine.com/u/ARAR23-AR)\
**Replies:** 4\
**Last updated:** [April 4, 2025, 9:09am UTC](https://forums.unrealengine.com/t/movie-render-queue-blueprint/486714 "2025-04-04T09:09:42Z")

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Hi guys I am trying to put together a blueprint for automatically rendering a scene (just one frame) and doing it locally on my machine. The reason I want to do it with a blueprint is because I want to be able to progra…

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## [Calculating speed on spline](https://forums.unrealengine.com/t/calculating-speed-on-spline/2183000)

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**Author:** [@Artefix\_3D1](https://forums.unrealengine.com/u/Artefix_3D1)\
**Replies:** 0\
**Last updated:** [December 8, 2024, 9:20am UTC](https://forums.unrealengine.com/t/calculating-speed-on-spline/2183000 "2024-12-08T09:20:43Z")

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Ever struggled with calculating vehicle speed while animating over a spline? On every project where I had to animate vehicle at the exact speed in km/h or knots I had to calculate difference between start and end point,…

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## [Automated Tests are Broken? (UE 5.3)](https://forums.unrealengine.com/t/automated-tests-are-broken-ue-5-3/1371033)

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**Author:** [@Facer144](https://forums.unrealengine.com/u/Facer144)\
**Replies:** 7\
**Last updated:** [November 2, 2024, 9:33am UTC](https://forums.unrealengine.com/t/automated-tests-are-broken-ue-5-3/1371033 "2024-11-02T09:33:40Z")

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In unreal engine 5.1 there was a latent automated test set up in the project designed to run each time the project was built, essentially a unit test. It works perfectly in 5.1 and follows the small pages of the document…

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## [Automating MetaHuman Lip Sync Video Generation via Command Line in Unreal Engine 5.5](https://forums.unrealengine.com/t/automating-metahuman-lip-sync-video-generation-via-command-line-in-unreal-engine-5-5/2072245)

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**Author:** [@spinify](https://forums.unrealengine.com/u/spinify)\
**Replies:** 0\
**Last updated:** [October 17, 2024, 7:00am UTC](https://forums.unrealengine.com/t/automating-metahuman-lip-sync-video-generation-via-command-line-in-unreal-engine-5-5/2072245 "2024-10-17T07:00:26Z")

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We’re looking to automate a pipeline for generating lip-synced talking head videos using MetaHuman and Audio Driven Animation in Unreal Engine 5.5. We have the MetaHumans set up, and we need to: Start Unreal Engine via…

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## [Struggling with the implementation of Automation tests](https://forums.unrealengine.com/t/struggling-with-the-implementation-of-automation-tests/1858882)

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**Author:** [@ZRogers-US](https://forums.unrealengine.com/u/ZRogers-US)\
**Replies:** 26\
**Last updated:** [August 27, 2024, 2:38pm UTC](https://forums.unrealengine.com/t/struggling-with-the-implementation-of-automation-tests/1858882 "2024-08-27T14:38:26Z")

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Hi there, I’ve recent started looking into automation testing in unreal engine 5.3. I was hoping that someone could point me towards some resources for learning this as I cant make heads or tails of the documentation an…

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## [Programmatically set blueprint defaults in editor](https://forums.unrealengine.com/t/programmatically-set-blueprint-defaults-in-editor/442078)

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**Author:** [@MeessenPhilips](https://forums.unrealengine.com/u/MeessenPhilips)\
**Replies:** 3\
**Last updated:** [May 8, 2024, 5:27am UTC](https://forums.unrealengine.com/t/programmatically-set-blueprint-defaults-in-editor/442078 "2024-05-08T05:27:52Z")

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Hello, I need to programmatically assign default values to a blueprint’s parameters in the editor via c++ (at editor time). The idea is to change the default values, recompile the blueprint and then all instances of it…

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## [Running functional tests from a menu item](https://forums.unrealengine.com/t/running-functional-tests-from-a-menu-item/1836998)

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**Author:** [@jonny2027](https://forums.unrealengine.com/u/jonny2027)\
**Replies:** 0\
**Last updated:** [May 2, 2024, 7:48pm UTC](https://forums.unrealengine.com/t/running-functional-tests-from-a-menu-item/1836998 "2024-05-02T19:48:33Z")

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Hi, I’ve setup some functional tests and I can run them happily from the session frontend but I would like to add a custom menu item to run a specific subset of tests as a quick check before people submit changes. Is i…

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## [Automatic Actor placement](https://forums.unrealengine.com/t/automatic-actor-placement/664578)

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**Author:** [@playbuxa1](https://forums.unrealengine.com/u/playbuxa1)\
**Replies:** 13\
**Last updated:** [March 24, 2024, 7:02pm UTC](https://forums.unrealengine.com/t/automatic-actor-placement/664578 "2024-03-24T19:02:55Z")

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Automatic Actor placement Hallo, I’m looking for an automatic Actor placement script that would place my meshes into the Viewport/Outliner based on a CSV file. I’d like to use Editor Utility Blueprint for this. Not a B…

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## [Automate creation of Unreal project and import a model into it](https://forums.unrealengine.com/t/automate-creation-of-unreal-project-and-import-a-model-into-it/1720966)

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**Author:** [@Pulkitsajjan](https://forums.unrealengine.com/u/Pulkitsajjan)\
**Replies:** 0\
**Last updated:** [February 29, 2024, 7:04pm UTC](https://forums.unrealengine.com/t/automate-creation-of-unreal-project-and-import-a-model-into-it/1720966 "2024-02-29T19:04:38Z")

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Hello, I want to automate the process of creation of an Unreal project and then import a glb model into the scene. And how I want to do this is using bat/powershell/python to run ascript in command line. I got a sample…

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## [How to export results from Automation test](https://forums.unrealengine.com/t/how-to-export-results-from-automation-test/387316)

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**Author:** [@anonymous\_user\_070a333f](https://forums.unrealengine.com/u/anonymous_user_070a333f)\
**Replies:** 1\
**Last updated:** [January 25, 2024, 9:38pm UTC](https://forums.unrealengine.com/t/how-to-export-results-from-automation-test/387316 "2024-01-25T21:38:53Z")

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I’d like to export the results of my automation tests into some csv file, as described in \[Automation User Guide\]\[1\]. Before running my test, I see the Export button grayed out: But after running my test (or any othe…

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## [Batch editor automation of sequencer, HRSS, python](https://forums.unrealengine.com/t/batch-editor-automation-of-sequencer-hrss-python/460996)

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**Author:** [@anonymous\_user\_9cc077d2](https://forums.unrealengine.com/u/anonymous_user_9cc077d2)\
**Replies:** 10\
**Last updated:** [January 22, 2024, 9:34am UTC](https://forums.unrealengine.com/t/batch-editor-automation-of-sequencer-hrss-python/460996 "2024-01-22T09:34:16Z")

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We’re developing an automation routine for the UE editor in python (4.24.1). Our requirements are to generate individual PNG image frames from a scene that we are manipulating in script. The # of combinations we have g…

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