# \#Blueprint-Utilities

**URL:** https://forums.unrealengine.com/tag/blueprint-utilities/11170.md

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## [Edit Blend Mode property of a Material using blutility](https://forums.unrealengine.com/t/edit-blend-mode-property-of-a-material-using-blutility/444481)

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**Author:** [@antonis74](https://forums.unrealengine.com/u/antonis74)\
**Replies:** 5\
**Last updated:** [April 8, 2026, 4:00am UTC](https://forums.unrealengine.com/t/edit-blend-mode-property-of-a-material-using-blutility/444481 "2026-04-08T04:00:59Z")

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Hi, I would like to know if there is a way to change the variable “Blend Mode” of a material through a blutility. Below, I show the first steps of such a blutility but I cannot find a node to set this variable. There o…

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## [Can you use Blueprints or Blutility to run console commands within the editor?](https://forums.unrealengine.com/t/can-you-use-blueprints-or-blutility-to-run-console-commands-within-the-editor/411662)

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**Author:** [@ZacD](https://forums.unrealengine.com/u/ZacD)\
**Replies:** 2\
**Last updated:** [July 9, 2025, 5:00pm UTC](https://forums.unrealengine.com/t/can-you-use-blueprints-or-blutility-to-run-console-commands-within-the-editor/411662 "2025-07-09T17:00:33Z")

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I’m trying to execute a console command within the editor. I have a Blutility actor with a Execute Console Command node with stat fps as the command (I’ve tried several different commands, not interesting in any particul…

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## [Is it Possible to Add a Component from a blueprint Editor Function?](https://forums.unrealengine.com/t/is-it-possible-to-add-a-component-from-a-blueprint-editor-function/425950)

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**Author:** [@Xoonaka](https://forums.unrealengine.com/u/Xoonaka)\
**Replies:** 3\
**Last updated:** [April 2, 2025, 9:35pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-add-a-component-from-a-blueprint-editor-function/425950 "2025-04-02T21:35:07Z")

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I’m trying to set up a blueprint that can add X number of child actors to an actor in the Level. The function effectively checks an actor array variable and creates a child actor for every “Not Valid” entry in that array…

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## [How do I save into the level components added to actors using a blutility](https://forums.unrealengine.com/t/how-do-i-save-into-the-level-components-added-to-actors-using-a-blutility/427869)

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**Author:** [@Ratamorph](https://forums.unrealengine.com/u/Ratamorph)\
**Replies:** 4\
**Last updated:** [April 2, 2025, 9:28pm UTC](https://forums.unrealengine.com/t/how-do-i-save-into-the-level-components-added-to-actors-using-a-blutility/427869 "2025-04-02T21:28:51Z")

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Anyone know how to save into the level a component added to an actor using a blutility? Here’s how I’m adding the component, it gets added but the level isn’t marked as dirty and even if I force it to save, the component…

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## [How do I run an Asset Action on folders?](https://forums.unrealengine.com/t/how-do-i-run-an-asset-action-on-folders/2325832)

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**Author:** [@XxpiingyxX](https://forums.unrealengine.com/u/XxpiingyxX)\
**Replies:** 3\
**Last updated:** [February 11, 2025, 12:54pm UTC](https://forums.unrealengine.com/t/how-do-i-run-an-asset-action-on-folders/2325832 "2025-02-11T12:54:19Z")

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I have created a tool with Blueprint Asset Action Utility, and I want to run it on my content browser folders, but i just can’t find a way for how to do that.+

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## [Find actors with unique name on the level with Editor Utility Blueprint](https://forums.unrealengine.com/t/find-actors-with-unique-name-on-the-level-with-editor-utility-blueprint/2214727)

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**Author:** [@AlexOnyschenko](https://forums.unrealengine.com/u/AlexOnyschenko)\
**Replies:** 2\
**Last updated:** [December 13, 2024, 8:58am UTC](https://forums.unrealengine.com/t/find-actors-with-unique-name-on-the-level-with-editor-utility-blueprint/2214727 "2024-12-13T08:58:05Z")

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I need a blueprint logic which can check names for selected actors on the level and if there is an actor with unique name (no duplicates), then it shows up on the screen. Details: I have two maps with exactly the same a…

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## [Update Datatable (or any other datastructure) during editor time](https://forums.unrealengine.com/t/update-datatable-or-any-other-datastructure-during-editor-time/2113497)

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**Author:** [@M411](https://forums.unrealengine.com/u/M411)\
**Replies:** 1\
**Last updated:** [November 19, 2024, 9:16pm UTC](https://forums.unrealengine.com/t/update-datatable-or-any-other-datastructure-during-editor-time/2113497 "2024-11-19T21:16:49Z")

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So, I’m tryin to make an that can between different poi (points of interest) in the world, but i want to find a better way to store them. Currently im storing them in a usavegame, that gets them every time i start the ga…

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## [BetterBlueprint - Library | Improve your productivity with many custom nodes and functions](https://forums.unrealengine.com/t/betterblueprint-library-improve-your-productivity-with-many-custom-nodes-and-functions/2021413)

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**Author:** [@ads00](https://forums.unrealengine.com/u/ads00)\
**Replies:** 0\
**Last updated:** [September 15, 2024, 4:27am UTC](https://forums.unrealengine.com/t/betterblueprint-library-improve-your-productivity-with-many-custom-nodes-and-functions/2021413 "2024-09-15T04:27:16Z")

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Get on Marketplace This plugin regroups many libraries to improve code productivity and efficiency by adding new custom advanced nodes and functions that are frequently used in game development. The plugi…

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## [Utility Widget SinglePropertyView Onchange Event no working](https://forums.unrealengine.com/t/utility-widget-singlepropertyview-onchange-event-no-working/786451)

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**Author:** [@Maderschaden](https://forums.unrealengine.com/u/Maderschaden)\
**Replies:** 1\
**Last updated:** [July 20, 2024, 2:45am UTC](https://forums.unrealengine.com/t/utility-widget-singlepropertyview-onchange-event-no-working/786451 "2024-07-20T02:45:22Z")

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Hi everyone. I am using a SinglePropertyView in a Editor Utility Widget. I am binding to it a local variable of type File Path and I am trying to make the OnPropertyChanged event work, but it doesn’t and I don’t know w…

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## [Find vertex location](https://forums.unrealengine.com/t/find-vertex-location/1367797)

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**Author:** [@XxpiingyxX](https://forums.unrealengine.com/u/XxpiingyxX)\
**Replies:** 1\
**Last updated:** [November 9, 2023, 9:14am UTC](https://forums.unrealengine.com/t/find-vertex-location/1367797 "2023-11-09T09:14:15Z")

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Hi, I am trying to find the “middle point” position in a deformed mesh that kind of looks like a pipe/cord. (The position between Vertex and Opposite - see drawing) I am thinking that finding two points opposite each o…

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## [Tiled Sync System - Realtime sync Tiled App with Unreal Engine](https://forums.unrealengine.com/t/tiled-sync-system-realtime-sync-tiled-app-with-unreal-engine/1293839)

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**Author:** [@JJEEGames](https://forums.unrealengine.com/u/JJEEGames)\
**Replies:** 0\
**Last updated:** [September 13, 2023, 3:34pm UTC](https://forums.unrealengine.com/t/tiled-sync-system-realtime-sync-tiled-app-with-unreal-engine/1293839 "2023-09-13T15:34:51Z")

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Introducing the Tiled Sync System Discover a groundbreaking solution that revolutionizes 2D level design within Unreal Engine. Our Tiled Sync System bridges the gap between UE and Tiled, streamlining the process of cr…

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## [Can not add action "Live link Setup " to Metahuman animation blueprint](https://forums.unrealengine.com/t/can-not-add-action-live-link-setup-to-metahuman-animation-blueprint/596864)

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**Author:** [@RistoEOL](https://forums.unrealengine.com/u/RistoEOL)\
**Replies:** 1\
**Last updated:** [June 12, 2023, 3:14pm UTC](https://forums.unrealengine.com/t/can-not-add-action-live-link-setup-to-metahuman-animation-blueprint/596864 "2023-06-12T15:14:34Z")

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I am trying to use iClone8 Unreal live link to drive a Metahuman in UE5. I have construed the required blueprint, but the final node (Live link setup) is not available from the list. There is a title in the example that …

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## ["Details view" widget in Editor utility widget doesn't allow to select actors that are in sublevels](https://forums.unrealengine.com/t/details-view-widget-in-editor-utility-widget-doesnt-allow-to-select-actors-that-are-in-sublevels/1152941)

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**Author:** [@hale326](https://forums.unrealengine.com/u/hale326)\
**Replies:** 0\
**Last updated:** [May 3, 2023, 12:18pm UTC](https://forums.unrealengine.com/t/details-view-widget-in-editor-utility-widget-doesnt-allow-to-select-actors-that-are-in-sublevels/1152941 "2023-05-03T12:18:14Z")

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I’ve made a editor utility widget where I need to select some specific actors in a scene, like so: The problem is that if the actor I want is in a sublevel, even though it is listed, selecting it will set the paramete…

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## [Assets Validation: Material instance warnings](https://forums.unrealengine.com/t/assets-validation-material-instance-warnings/791190)

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**Author:** [@DoN1cK](https://forums.unrealengine.com/u/DoN1cK)\
**Replies:** 0\
**Last updated:** [March 15, 2023, 9:34am UTC](https://forums.unrealengine.com/t/assets-validation-material-instance-warnings/791190 "2023-03-15T09:34:13Z")

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Hi! I would like to make an assets validator for checking warnings in material instances. E.g: Is it possible at all? Or maybe there are better way for Material validation?

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## ['World context object' for Get all actors of class? ](https://forums.unrealengine.com/t/world-context-object-for-get-all-actors-of-class/547754)

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**Author:** [@JasonTimm](https://forums.unrealengine.com/u/JasonTimm)\
**Replies:** 7\
**Last updated:** [January 29, 2023, 2:33pm UTC](https://forums.unrealengine.com/t/world-context-object-for-get-all-actors-of-class/547754 "2023-01-29T14:33:18Z")

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I’m working inside an editor utility object BP and I’m trying to get all actor of class, however it asks for a world context object. At the minute I’ve just placed an empty actor BP inside the level and then i’m getting …

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## [Hi, how can I get de name of the materials from a Static Mesh and search it in a Data Table](https://forums.unrealengine.com/t/hi-how-can-i-get-de-name-of-the-materials-from-a-static-mesh-and-search-it-in-a-data-table/695897)

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**Author:** [@HydadesBstyle](https://forums.unrealengine.com/u/HydadesBstyle)\
**Replies:** 5\
**Last updated:** [November 23, 2022, 8:10am UTC](https://forums.unrealengine.com/t/hi-how-can-i-get-de-name-of-the-materials-from-a-static-mesh-and-search-it-in-a-data-table/695897 "2022-11-23T08:10:43Z")

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HI.I am looking for a button in a Utility Widget that looks for the name of the materials of a selected Static Mesh and replaces them looking for them in the table. But I don’t know how to connect the Row Name to the nam…

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## [How to get reference to "Content Asset" from "Level Asset" in Editor Utility Blueprint (Blutility)?](https://forums.unrealengine.com/t/how-to-get-reference-to-content-asset-from-level-asset-in-editor-utility-blueprint-blutility/471077)

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**Author:** [@AliAmanzadegan](https://forums.unrealengine.com/u/AliAmanzadegan)\
**Replies:** 5\
**Last updated:** [November 19, 2022, 9:36am UTC](https://forums.unrealengine.com/t/how-to-get-reference-to-content-asset-from-level-asset-in-editor-utility-blueprint-blutility/471077 "2022-11-19T09:36:23Z")

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Hello All, I want to get reference (or get full path) of an static mesh asset from “Static Mesh Actor” in a map. We can see a magnifier icon in Detail Panel of “Static Mesh Actor” (in static mesh category) shown in bel…

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## [Editor Utility Mouse Cursor](https://forums.unrealengine.com/t/editor-utility-mouse-cursor/478186)

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**Author:** [@Tziwtis13](https://forums.unrealengine.com/u/Tziwtis13)\
**Replies:** 2\
**Last updated:** [November 15, 2022, 11:08pm UTC](https://forums.unrealengine.com/t/editor-utility-mouse-cursor/478186 "2022-11-15T23:08:29Z")

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Hello!! I am new in unreal engine and my interesting is in editor utilities. I have a project and i would like to make my mouse cursor to spawn an actor in location. Any ideaw if is this possible and how can i make it? …

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## [How to Set the Light Color in Blueprint?](https://forums.unrealengine.com/t/how-to-set-the-light-color-in-blueprint/689308)

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**Author:** [@A.Khoshpayam](https://forums.unrealengine.com/u/A.Khoshpayam)\
**Replies:** 0\
**Last updated:** [November 12, 2022, 2:59pm UTC](https://forums.unrealengine.com/t/how-to-set-the-light-color-in-blueprint/689308 "2022-11-12T14:59:33Z")

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Can I set the light color via blueprint? I want to make a blueprint for my Editor Utility Widget, not for a Game.

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## [Apply materials to a Geometry Cache in scripted action](https://forums.unrealengine.com/t/apply-materials-to-a-geometry-cache-in-scripted-action/481881)

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**Author:** [@Lcraq01](https://forums.unrealengine.com/u/Lcraq01)\
**Replies:** 1\
**Last updated:** [November 5, 2022, 7:41pm UTC](https://forums.unrealengine.com/t/apply-materials-to-a-geometry-cache-in-scripted-action/481881 "2022-11-05T19:41:18Z")

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Hi I’m trying to make a blutility that will apply an array of materials to an .abc import, Geometric Cache’s material slots one after the other. This is to save time and apply the imported character’s materials all at …

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## [Why doesn't Visual Diff on Blueprints work on MacOS?](https://forums.unrealengine.com/t/why-doesnt-visual-diff-on-blueprints-work-on-macos/510017)

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**Author:** [@mclark4386](https://forums.unrealengine.com/u/mclark4386)\
**Replies:** 2\
**Last updated:** [October 24, 2022, 4:11pm UTC](https://forums.unrealengine.com/t/why-doesnt-visual-diff-on-blueprints-work-on-macos/510017 "2022-10-24T16:11:22Z")

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I have my project setup using git on both Mac and Windows. For a long time (think it was back on 4.25) I could do trigger the File \> Diff \> \[select a revision\] to get a diff of the current blueprint I’m editing (as well …

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## [Setting Blueprint function details, such as category, for multiple functions.](https://forums.unrealengine.com/t/setting-blueprint-function-details-such-as-category-for-multiple-functions/673884)

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**Author:** [@tomofnz](https://forums.unrealengine.com/u/tomofnz)\
**Replies:** 2\
**Last updated:** [October 21, 2022, 12:28am UTC](https://forums.unrealengine.com/t/setting-blueprint-function-details-such-as-category-for-multiple-functions/673884 "2022-10-21T00:28:01Z")

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In the My Blueprint panel, it isn’t possible to select more than one function. The Category setting of a function sends the My Blueprint panel to the changed function, requiring potentially a long scroll down to the bot…

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## [How to make c++ Actor (inherited from AGeneratedDynamicMeshActor) an "Editor Only"?](https://forums.unrealengine.com/t/how-to-make-c-actor-inherited-from-agenerateddynamicmeshactor-an-editor-only/563354)

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**Author:** [@YanDaik](https://forums.unrealengine.com/u/YanDaik)\
**Replies:** 1\
**Last updated:** [October 14, 2022, 4:30pm UTC](https://forums.unrealengine.com/t/how-to-make-c-actor-inherited-from-agenerateddynamicmeshactor-an-editor-only/563354 "2022-10-14T16:30:20Z")

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Picture will explain better. I’m trying to make a child class based on AGeneratedDynamicMeshActor (which is somehow marked as editor only). But with no luck. Editor thinks that child class is not Editor-Only and the…

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## [Editor Utility and World Partition queries](https://forums.unrealengine.com/t/editor-utility-and-world-partition-queries/651294)

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**Author:** [@AgentMilkshake1](https://forums.unrealengine.com/u/AgentMilkshake1)\
**Replies:** 0\
**Last updated:** [September 18, 2022, 6:28pm UTC](https://forums.unrealengine.com/t/editor-utility-and-world-partition-queries/651294 "2022-09-18T18:28:42Z")

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Hi all, I’m currently trying to do a mass alteration of actors in a World Partition map. A large chunk of these are deletions (and wanting to save those deletions), and others are modifications of data on actors that a…

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## [Wondering how to make the Scene Capture 2D and Render Targets controlled by Blueprints?](https://forums.unrealengine.com/t/wondering-how-to-make-the-scene-capture-2d-and-render-targets-controlled-by-blueprints/613625)

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**Author:** [@XD\_XD2](https://forums.unrealengine.com/u/XD_XD2)\
**Replies:** 5\
**Last updated:** [July 28, 2022, 9:04am UTC](https://forums.unrealengine.com/t/wondering-how-to-make-the-scene-capture-2d-and-render-targets-controlled-by-blueprints/613625 "2022-07-28T09:04:41Z")

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I made a system that consists of 4 screens in one plane with 4 scene capture 2D and 4 render targets. Later, I want to create a system for adjusting the X and Y size of the render target and the size of the plane in Blu…

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## [Use the UMG blueprint to click the button to obtain the distance between the two characters and display it](https://forums.unrealengine.com/t/use-the-umg-blueprint-to-click-the-button-to-obtain-the-distance-between-the-two-characters-and-display-it/576734)

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**Author:** [@Anonymous\_a9d0f6f8f5225663a91b285ef892b0bb](https://forums.unrealengine.com/u/Anonymous_a9d0f6f8f5225663a91b285ef892b0bb)\
**Replies:** 1\
**Last updated:** [June 8, 2022, 8:46am UTC](https://forums.unrealengine.com/t/use-the-umg-blueprint-to-click-the-button-to-obtain-the-distance-between-the-two-characters-and-display-it/576734 "2022-06-08T08:46:42Z")

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Use the UMG blueprint to click the button to obtain the distance between the two characters and display it As shown below

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## [UAssetActionUtility for Blueprint actors?](https://forums.unrealengine.com/t/uassetactionutility-for-blueprint-actors/572308)

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**Author:** [@undercover](https://forums.unrealengine.com/u/undercover)\
**Replies:** 0\
**Last updated:** [June 2, 2022, 9:52am UTC](https://forums.unrealengine.com/t/uassetactionutility-for-blueprint-actors/572308 "2022-06-02T09:52:07Z")

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Hi! I have created an AssetActionUtility that calls GetSelectedAssets and for each asset returned, I try to cast it to my actor base class. However, the cast always fails. The type returned seems to be called Blueprint,…

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## [Can't set rig type for MetaHuman](https://forums.unrealengine.com/t/cant-set-rig-type-for-metahuman/562237)

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**Author:** [@YSkipperY](https://forums.unrealengine.com/u/YSkipperY)\
**Replies:** 0\
**Last updated:** [May 20, 2022, 7:34pm UTC](https://forums.unrealengine.com/t/cant-set-rig-type-for-metahuman/562237 "2022-05-20T19:34:51Z")

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I feel like I am missing something when I watch tutorials to add animation to a metahuman because when I open up retargeting source manager I don’t see a category for set up rig to make it humanoid. Most of these tutoria…

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## [Get a Text Description based on an Integer or Float percentage](https://forums.unrealengine.com/t/get-a-text-description-based-on-an-integer-or-float-percentage/507787)

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**Author:** [@anonymous\_user\_bd5b06a4](https://forums.unrealengine.com/u/anonymous_user_bd5b06a4)\
**Replies:** 13\
**Last updated:** [March 19, 2022, 5:40pm UTC](https://forums.unrealengine.com/t/get-a-text-description-based-on-an-integer-or-float-percentage/507787 "2022-03-19T17:40:55Z")

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What’s the best way to do this…? I have a series of statistics, such as “STAMINA”. Each is represented by a percentage where 90%+ is “Great”, 80%+ is “OK”, 70+ is “Tiring”… etc. The text description is what the player s…

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## [Call Blutility blueprint functions inside Widget blueprint?](https://forums.unrealengine.com/t/call-blutility-blueprint-functions-inside-widget-blueprint/453495)

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**Author:** [@Bazzy2000](https://forums.unrealengine.com/u/Bazzy2000)\
**Replies:** 3\
**Last updated:** [November 2, 2021, 4:47pm UTC](https://forums.unrealengine.com/t/call-blutility-blueprint-functions-inside-widget-blueprint/453495 "2021-11-02T16:47:43Z")

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I have a few functions that I have created inside a Blutility Blueprint that I want to call from a Widget Blueprint, but I can’t figure out how. Is it even possible to call functions created in Blutility blueprint inside…

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