# \#Components

**URL:** https://forums.unrealengine.com/tag/components/115.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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## [How to inherit audio components?](https://forums.unrealengine.com/t/how-to-inherit-audio-components/2846469)

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**Author:** [@AgentMic0604](https://forums.unrealengine.com/u/AgentMic0604)\
**Replies:** 4\
**Last updated:** [October 31, 2026, 5:52am UTC](https://forums.unrealengine.com/t/how-to-inherit-audio-components/2846469 "2026-10-31T05:52:14Z")

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I want to inherit from the audio component class to disable its Tick option, but for some reason, it doesn’t appear in the class list. Does anyone know how this could be done? If it’s possible with Niagara, there’s no re…

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## [Destroy Component not working](https://forums.unrealengine.com/t/destroy-component-not-working/317594)

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**Author:** [@Neros](https://forums.unrealengine.com/u/Neros)\
**Replies:** 43\
**Last updated:** [September 19, 2026, 12:18pm UTC](https://forums.unrealengine.com/t/destroy-component-not-working/317594 "2026-09-19T12:18:44Z")

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4.7.6 trying to replace a weapon object which is attached as a child to ‘weapon slot’ scene coponent but calling ‘Destroy Component’ doesn’t destroy anything, leaving me with multiple weapon objects in same slot. i…

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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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## [Can’t uninstall or install Datasmith plugin 3DS Max](https://forums.unrealengine.com/t/can-t-uninstall-or-install-datasmith-plugin-3ds-max/510864)

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**Author:** [@organicspline](https://forums.unrealengine.com/u/organicspline)\
**Replies:** 14\
**Last updated:** [June 21, 2026, 2:37pm UTC](https://forums.unrealengine.com/t/can-t-uninstall-or-install-datasmith-plugin-3ds-max/510864 "2026-06-21T14:37:44Z")

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I used Datasmith MaxExporter 4.26.1.msi with 3DSmax 2020. Now i want to use it with 2022 but i cant install UnrealDatasmithMaxExporter\_4\_27\_2 cause the installer says i need the old installer. Problem there is no downloa…

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## [Can I replace DefaultSceneRoot in blueprint subclasses?](https://forums.unrealengine.com/t/can-i-replace-defaultsceneroot-in-blueprint-subclasses/469272)

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**Author:** [@dellis23](https://forums.unrealengine.com/u/dellis23)\
**Replies:** 7\
**Last updated:** [May 8, 2026, 1:28pm UTC](https://forums.unrealengine.com/t/can-i-replace-defaultsceneroot-in-blueprint-subclasses/469272 "2026-05-08T13:28:46Z")

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Is there something preventing you from replacing it?

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## [How to change the color of a billboard?](https://forums.unrealengine.com/t/how-to-change-the-color-of-a-billboard/2660334)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 1\
**Last updated:** [March 23, 2026, 2:44pm UTC](https://forums.unrealengine.com/t/how-to-change-the-color-of-a-billboard/2660334 "2026-03-23T14:44:35Z")

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I want to use a color-coded billboard to mark the placement of objects in the editor, but I don’t know how to change the color. There was a description that the color can be changed from the material, but the only optio…

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## [\[Request\] Custom Rendering options on Mesh Component](https://forums.unrealengine.com/t/request-custom-rendering-options-on-mesh-component/2707720)

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**Author:** [@Spigon6](https://forums.unrealengine.com/u/Spigon6)\
**Replies:** 0\
**Last updated:** [March 20, 2026, 3:36pm UTC](https://forums.unrealengine.com/t/request-custom-rendering-options-on-mesh-component/2707720 "2026-03-20T15:36:55Z")

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As with basic static meshes (including those in props and devices) - the ability to adjust custom rendering options in Entity Mesh components would be amazing - specifically, custom depth pass.

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## [Updating Widget Components Inside the Editor - Guide](https://forums.unrealengine.com/t/updating-widget-components-inside-the-editor-guide/655909)

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**Author:** [@Kettenotter](https://forums.unrealengine.com/u/Kettenotter)\
**Replies:** 8\
**Last updated:** [March 19, 2026, 4:08am UTC](https://forums.unrealengine.com/t/updating-widget-components-inside-the-editor-guide/655909 "2026-03-19T04:08:45Z")

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Hey there, In this guide I will show you how to update widget components inside of the editor. Usually this doesn’t work inside the construction script because any changes you make to the widgets content will be lost. O…

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## [How to create a light component that controls turning on and off lights casting shadows based on player distance using blueprints?](https://forums.unrealengine.com/t/how-to-create-a-light-component-that-controls-turning-on-and-off-lights-casting-shadows-based-on-player-distance-using-blueprints/2700598)

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**Author:** [@Stefan\_9911](https://forums.unrealengine.com/u/Stefan_9911)\
**Replies:** 2\
**Last updated:** [February 26, 2026, 1:54pm UTC](https://forums.unrealengine.com/t/how-to-create-a-light-component-that-controls-turning-on-and-off-lights-casting-shadows-based-on-player-distance-using-blueprints/2700598 "2026-02-26T13:54:28Z")

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Hi, I need to control the shadow casting of the movable lights based on player distance from them. My idea was to make a component and add it to the lights I want to control. But as I am not well experienced in stuff lik…

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## [Is using Child Actor Component deprecated?](https://forums.unrealengine.com/t/is-using-child-actor-component-deprecated/2702163)

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**Author:** [@ssks1914](https://forums.unrealengine.com/u/ssks1914)\
**Replies:** 2\
**Last updated:** [February 25, 2026, 12:16pm UTC](https://forums.unrealengine.com/t/is-using-child-actor-component-deprecated/2702163 "2026-02-25T12:16:13Z")

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I’m trying to create a house in Blueprint, and I’m looking for a way to implement doors that can be opened and closed, and lights that can be turned on. As far as I searched, the only way to use functional templates in …

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## [How to set physics constraints on a Geometry Collection?](https://forums.unrealengine.com/t/how-to-set-physics-constraints-on-a-geometry-collection/2701155)

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**Author:** [@ssks1914](https://forums.unrealengine.com/u/ssks1914)\
**Replies:** 5\
**Last updated:** [February 22, 2026, 3:42pm UTC](https://forums.unrealengine.com/t/how-to-set-physics-constraints-on-a-geometry-collection/2701155 "2026-02-22T15:42:30Z")

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I have a question about the Physics Constraint Component. I want to set a physics constraint by specifying a bone name, but no matter how I specify the bone name, the connection destination is always the root. I’ve tri…

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## [Sort Blueprint Components Alphabetically?](https://forums.unrealengine.com/t/sort-blueprint-components-alphabetically/1196912)

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**Author:** [@Tonkaturtle](https://forums.unrealengine.com/u/Tonkaturtle)\
**Replies:** 2\
**Last updated:** [February 5, 2026, 6:57pm UTC](https://forums.unrealengine.com/t/sort-blueprint-components-alphabetically/1196912 "2026-02-05T18:57:43Z")

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Hello, it would be great to have the ability to sort Blueprint components alphabetically by name. I have a Blueprint actor that contains a large number of static meshes and I have named all of them a particular way in o…

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## ["Add Scene Capture Component 2D" Show Flags?](https://forums.unrealengine.com/t/add-scene-capture-component-2d-show-flags/351334)

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**Author:** [@karstux](https://forums.unrealengine.com/u/karstux)\
**Replies:** 6\
**Last updated:** [December 27, 2025, 2:06am UTC](https://forums.unrealengine.com/t/add-scene-capture-component-2d-show-flags/351334 "2025-12-27T02:06:33Z")

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I need help figuring out how to set the “Show Flags” for a Scene Capture Component 2D when creating it in BP. When manually adding such a component to the scene, I get these options: But when creating it programmatic…

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## [Ideal approach for same actor, component communication (Design Problem)](https://forums.unrealengine.com/t/ideal-approach-for-same-actor-component-communication-design-problem/2687061)

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**Author:** [@TonyStarchXD](https://forums.unrealengine.com/u/TonyStarchXD)\
**Replies:** 0\
**Last updated:** [December 23, 2025, 12:28am UTC](https://forums.unrealengine.com/t/ideal-approach-for-same-actor-component-communication-design-problem/2687061 "2025-12-23T00:28:30Z")

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I am looking for advice on how to aproach the following design problem in UE5 blueprints with a focus on modularity, maintainability and scalability: The GameMovementComponent There exists an actor component attached t…

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## [Access blueprint components from c++](https://forums.unrealengine.com/t/access-blueprint-components-from-c/309523)

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**Author:** [@LinFredriksson](https://forums.unrealengine.com/u/LinFredriksson)\
**Replies:** 11\
**Last updated:** [November 26, 2025, 4:27pm UTC](https://forums.unrealengine.com/t/access-blueprint-components-from-c/309523 "2025-11-26T16:27:05Z")

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Hi. I am working on a small plugin for the unreal editor and i need to have access a blueprints components from c++. What I want is basically access to the variables in the components of the blueprint currently open in…

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## [How to use buoyancy angular rotation in river water plugin?](https://forums.unrealengine.com/t/how-to-use-buoyancy-angular-rotation-in-river-water-plugin/2676422)

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**Author:** [@Ja20121](https://forums.unrealengine.com/u/Ja20121)\
**Replies:** 1\
**Last updated:** [November 21, 2025, 8:46pm UTC](https://forums.unrealengine.com/t/how-to-use-buoyancy-angular-rotation-in-river-water-plugin/2676422 "2025-11-21T20:46:59Z")

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Hello. Please help. I want to use Buoyancy component from Water Plugin for actor angular rotation. My actor is boat about 2x4 meters long, can float on water and goes downstream by river, but rotation doesn’t change. I…

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## [CMG - Universal Inventory System](https://forums.unrealengine.com/t/cmg-universal-inventory-system/2671838)

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**Author:** [@Childs\_Mind\_Games](https://forums.unrealengine.com/u/Childs_Mind_Games)\
**Replies:** 0\
**Last updated:** [November 5, 2025, 4:38am UTC](https://forums.unrealengine.com/t/cmg-universal-inventory-system/2671838 "2025-11-05T04:38:02Z")

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\[RELEASED\] Universal Inventory System (Blueprint Only, UE5) Overview The Universal Inventory System is a Blueprint-only, drop-in inventory framework designed for Unreal Engine 5. It provides a ready-to-use, fully modula…

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## [Blueprint components broken in 5.5 and 5.6? \[Error: Typed element was requested before the registry was available\]](https://forums.unrealengine.com/t/blueprint-components-broken-in-5-5-and-5-6-error-typed-element-was-requested-before-the-registry-was-available/2572167)

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**Author:** [@Efrye](https://forums.unrealengine.com/u/Efrye)\
**Replies:** 1\
**Last updated:** [October 5, 2025, 2:03am UTC](https://forums.unrealengine.com/t/blueprint-components-broken-in-5-5-and-5-6-error-typed-element-was-requested-before-the-registry-was-available/2572167 "2025-10-05T02:03:33Z")

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After upgrading from 5.4 to 5.5 or 5.6, we can no longer package our project due to blueprints with custom blueprint components throwing the following error: LogOutputDevice: Error: begin: stack for UAT LogOutputDevic…

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## [Components merging ](https://forums.unrealengine.com/t/components-merging/2653237)

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**Author:** [@ZoMi1987](https://forums.unrealengine.com/u/ZoMi1987)\
**Replies:** 2\
**Last updated:** [September 3, 2025, 11:17am UTC](https://forums.unrealengine.com/t/components-merging/2653237 "2025-09-03T11:17:30Z")

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Hi everyone, I started my first project in Reality Capture - photogrammety mapping with my Dji Phantom4 ProV2 of an old historical building. After importing and aligning images, SW creted two components - each containi…

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## [Set Cable Component Number of Segments from blueprint?](https://forums.unrealengine.com/t/set-cable-component-number-of-segments-from-blueprint/581887)

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**Author:** [@BlazingLyric80](https://forums.unrealengine.com/u/BlazingLyric80)\
**Replies:** 4\
**Last updated:** [September 2, 2025, 10:15pm UTC](https://forums.unrealengine.com/t/set-cable-component-number-of-segments-from-blueprint/581887 "2025-09-02T22:15:20Z")

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Hello everyone! I’m working with a simulation that requires cable components to be dynamically created. One issue that I’m running into is that there does not seem to be a node that allows you to modify a cable componen…

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## [General Optimization question about unused components](https://forums.unrealengine.com/t/general-optimization-question-about-unused-components/2639243)

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**Author:** [@valleyDweller](https://forums.unrealengine.com/u/valleyDweller)\
**Replies:** 1\
**Last updated:** [August 12, 2025, 3:07pm UTC](https://forums.unrealengine.com/t/general-optimization-question-about-unused-components/2639243 "2025-08-12T15:07:48Z")

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poking around in curiosity, but not having the knowledge at the moment to dig in and verify hypotheses, I’m wondering whether or not there’s any benefit to crawling though large levels and disabling unused components, an…

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## [Inherited PlayerInventory component, when added to the Character, shows empty details panel in the editor ](https://forums.unrealengine.com/t/inherited-playerinventory-component-when-added-to-the-character-shows-empty-details-panel-in-the-editor/2546780)

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**Author:** [@manngshen](https://forums.unrealengine.com/u/manngshen)\
**Replies:** 1\
**Last updated:** [June 8, 2025, 1:21pm UTC](https://forums.unrealengine.com/t/inherited-playerinventory-component-when-added-to-the-character-shows-empty-details-panel-in-the-editor/2546780 "2025-06-08T13:21:03Z")

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I’m having a problem writing my own backpack system, I created a C++ component called ItemsContainer and then inherited it to create a PlayerInventory component. When I add the PlayerInventory component to the Character,…

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## [What is the difference b/w and use cases of GetComponentByClass and FindComponentByClass?](https://forums.unrealengine.com/t/what-is-the-difference-b-w-and-use-cases-of-getcomponentbyclass-and-findcomponentbyclass/372492)

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**Author:** [@V\_A\_L\_I\_S](https://forums.unrealengine.com/u/V_A_L_I_S)\
**Replies:** 4\
**Last updated:** [May 2, 2025, 7:39am UTC](https://forums.unrealengine.com/t/what-is-the-difference-b-w-and-use-cases-of-getcomponentbyclass-and-findcomponentbyclass/372492 "2025-05-02T07:39:27Z")

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Have been trying to get a pointer to a UPhysicsHandleComponent from the owning Actor using: UPhysicsHandleComponent\* PhysicsHandler = GetOwner()-\>FindComponentByClass(); which works. What is the real difference between…

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## [Editing Hierarchy of an Actor with Python](https://forums.unrealengine.com/t/editing-hierarchy-of-an-actor-with-python/2461660)

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**Author:** [@KnartGames](https://forums.unrealengine.com/u/KnartGames)\
**Replies:** 0\
**Last updated:** [April 17, 2025, 4:02pm UTC](https://forums.unrealengine.com/t/editing-hierarchy-of-an-actor-with-python/2461660 "2025-04-17T16:02:06Z")

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So I am looking to add multiple custom scene components to an actor which has a hierarchy. It may look something like this: but extended to perhaps hundreds of meshes. The question I have is how would I, 1. Find all …

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## [How do I make a grabbed component have collision?](https://forums.unrealengine.com/t/how-do-i-make-a-grabbed-component-have-collision/646372)

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**Author:** [@iLegoSiEuAm](https://forums.unrealengine.com/u/iLegoSiEuAm)\
**Replies:** 3\
**Last updated:** [February 5, 2025, 3:06pm UTC](https://forums.unrealengine.com/t/how-do-i-make-a-grabbed-component-have-collision/646372 "2025-02-05T15:06:06Z")

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I grabbed the sphere using the Physics Handle, a Scene component and using the Grab Component at Location with Rotation node. Now, how do I make the sphere not go through the wall when it’s grabbed?

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## [BP Child of a BP Actor with a Custom C+++ Plugin References Archetype](https://forums.unrealengine.com/t/bp-child-of-a-bp-actor-with-a-custom-c-plugin-references-archetype/2385751)

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**Author:** [@andyvyking](https://forums.unrealengine.com/u/andyvyking)\
**Replies:** 0\
**Last updated:** [March 11, 2025, 10:03pm UTC](https://forums.unrealengine.com/t/bp-child-of-a-bp-actor-with-a-custom-c-plugin-references-archetype/2385751 "2025-03-11T22:03:05Z")

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I keep hitting this weird scenario where my child BP actor breaks if I make any changes to its CDO (or its parent). Here’s my basic setup: I have a custom plugin with a C++ USceneComponent. I then created a Blueprint …

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## [Cannot include ProceduralMeshComponent.h](https://forums.unrealengine.com/t/cannot-include-proceduralmeshcomponent-h/520721)

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**Author:** [@Thoomas](https://forums.unrealengine.com/u/Thoomas)\
**Replies:** 10\
**Last updated:** [February 28, 2025, 3:49pm UTC](https://forums.unrealengine.com/t/cannot-include-proceduralmeshcomponent-h/520721 "2025-02-28T15:49:27Z")

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Since UE5.0 released, I haven’t been able to include/use UProceduralMeshComponent at all. Has the include directory changed? I can’t find a solution anywhere and I’ve tried restarting my project many times. I also checke…

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## [UE project breaks after I edit header files and recompile....](https://forums.unrealengine.com/t/ue-project-breaks-after-i-edit-header-files-and-recompile/2345605)

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**Author:** [@b4bylon](https://forums.unrealengine.com/u/b4bylon)\
**Replies:** 2\
**Last updated:** [February 22, 2025, 3:15am UTC](https://forums.unrealengine.com/t/ue-project-breaks-after-i-edit-header-files-and-recompile/2345605 "2025-02-22T03:15:50Z")

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I have a problem, i have a thirdperson\_bp that have a stats component, a c++ class, after I add functions or variables in the header files the stats component from the blueprint apear blank. If i duplicate that component…

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## [How do I show a component's details in the actor details?](https://forums.unrealengine.com/t/how-do-i-show-a-components-details-in-the-actor-details/2338542)

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**Author:** [@Boomer64](https://forums.unrealengine.com/u/Boomer64)\
**Replies:** 4\
**Last updated:** [February 18, 2025, 5:02am UTC](https://forums.unrealengine.com/t/how-do-i-show-a-components-details-in-the-actor-details/2338542 "2025-02-18T05:02:45Z")

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I’m encountering a challenging problem. I am trying to create a designer friendly camera system. Currently, the goal is to create a system where a developer can just add a component to a camera that allows them to creat…

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## [No collision when root component is of type "Scene"](https://forums.unrealengine.com/t/no-collision-when-root-component-is-of-type-scene/427649)

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**Author:** [@Fatorice](https://forums.unrealengine.com/u/Fatorice)\
**Replies:** 7\
**Last updated:** [February 8, 2025, 6:58am UTC](https://forums.unrealengine.com/t/no-collision-when-root-component-is-of-type-scene/427649 "2025-02-08T06:58:14Z")

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Hello! I have an Pawn with a Set-Up like this: So the “vehicle” component has the collision. But it doesn’t collide with anything. I tried to make a Box-Collision the root component. I had collision, but only of the …

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