# \#construction-script

**URL:** https://forums.unrealengine.com/tag/construction-script/85.md

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## [Get all vertex position in blueprint](https://forums.unrealengine.com/t/get-all-vertex-position-in-blueprint/525948)

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**Author:** [@xDrayKe11](https://forums.unrealengine.com/u/xDrayKe11)\
**Replies:** 4\
**Last updated:** [October 12, 2026, 3:14am UTC](https://forums.unrealengine.com/t/get-all-vertex-position-in-blueprint/525948 "2026-10-12T03:14:31Z")

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Hello, How i can do to get all vertex position in a mesh in UE5 ? Please The node Make VertexID doesn’t have input so how can i do. Killian

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## [Call Custom Event By Name](https://forums.unrealengine.com/t/call-custom-event-by-name/401994)

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**Author:** [@dogu189](https://forums.unrealengine.com/u/dogu189)\
**Replies:** 17\
**Last updated:** [September 28, 2026, 8:37pm UTC](https://forums.unrealengine.com/t/call-custom-event-by-name/401994 "2026-09-28T20:37:24Z")

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Hey all, So I am trying to find a way call an event from another BP by a specific name in a specific blueprint I mean like this: which will then trigger the event in the ‘PawnBP or whatever the developer has decided …

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## [Construction Scripts and skeletal meshes ](https://forums.unrealengine.com/t/construction-scripts-and-skeletal-meshes/2834063)

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**Author:** [@AvengingDiablo1](https://forums.unrealengine.com/u/AvengingDiablo1)\
**Replies:** 2\
**Last updated:** [September 28, 2026, 8:54am UTC](https://forums.unrealengine.com/t/construction-scripts-and-skeletal-meshes/2834063 "2026-09-28T08:54:26Z")

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I’m Making a simple prototype. Its a base for a randomly generated item/Weapon mostly weapons for now. With a simple flat and a branch i managed to have the seed and other values to be generated only on spawn but in case…

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## [How can I scale a geometry collection using Construction Script and Dataflow?](https://forums.unrealengine.com/t/how-can-i-scale-a-geometry-collection-using-construction-script-and-dataflow/2705857)

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**Author:** [@ssks1914](https://forums.unrealengine.com/u/ssks1914)\
**Replies:** 1\
**Last updated:** [May 29, 2026, 1:22am UTC](https://forums.unrealengine.com/t/how-can-i-scale-a-geometry-collection-using-construction-script-and-dataflow/2705857 "2026-05-29T01:22:15Z")

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I want to create a destructible wall of any length, but how can I freely scale a geometry collection? I know that scaling on components doesn’t work. Therefore, I tried overriding the dataflow variables in the Construc…

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## [Can't expose delegate on spawn](https://forums.unrealengine.com/t/cant-expose-delegate-on-spawn/393306)

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**Author:** [@miracle7](https://forums.unrealengine.com/u/miracle7)\
**Replies:** 4\
**Last updated:** [May 24, 2026, 3:55pm UTC](https://forums.unrealengine.com/t/cant-expose-delegate-on-spawn/393306 "2026-05-24T15:55:36Z")

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I have declared the following delegate in my C++ class, then use it as a member variable like so: DECLARE\_DYNAMIC\_DELEGATE\_OneParam(FVectorDelegate, FVector&, output); UPROPERTY(BlueprintReadWrite, EditAnywhere, Meta =…

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## [Is it possible to set a Format Text that can be referenced in Class Default Value?](https://forums.unrealengine.com/t/is-it-possible-to-set-a-format-text-that-can-be-referenced-in-class-default-value/2685639)

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**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 7\
**Last updated:** [December 20, 2025, 3:38am UTC](https://forums.unrealengine.com/t/is-it-possible-to-set-a-format-text-that-can-be-referenced-in-class-default-value/2685639 "2025-12-20T03:38:06Z")

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I would like to assign a weapon description created using Format Text based on parameters to a Text variable, but is it possible to make this in a form that can be referenced using Class Default Value? Editing such vari…

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## [Construction Script executes more times than it should](https://forums.unrealengine.com/t/construction-script-executes-more-times-than-it-should/2677353)

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**Author:** [@MisterPixel](https://forums.unrealengine.com/u/MisterPixel)\
**Replies:** 11\
**Last updated:** [November 25, 2025, 6:22pm UTC](https://forums.unrealengine.com/t/construction-script-executes-more-times-than-it-should/2677353 "2025-11-25T18:22:40Z")

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Hello, everyone! Here’s a simple test that everyone can try out on their machine: In any project (I’m using a completely Blank new one for this), create one Blueprint Actor: Add a simple Print String node to its…

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## [Control Rig node "Remove Item" always creates a Compilation Error](https://forums.unrealengine.com/t/control-rig-node-remove-item-always-creates-a-compilation-error/2654894)

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**Author:** [@xlavoie1](https://forums.unrealengine.com/u/xlavoie1)\
**Replies:** 1\
**Last updated:** [November 9, 2025, 10:59pm UTC](https://forums.unrealengine.com/t/control-rig-node-remove-item-always-creates-a-compilation-error/2654894 "2025-11-09T22:59:04Z")

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Title says it all. I’m creating a Control Rig asset in Unreal 5.5. In my construction script, I want to use the Node called “Remove Item” inside of a function to destroy a controller (let’s call it XXXX). The intention…

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## [How to add child actor from array in construction script?](https://forums.unrealengine.com/t/how-to-add-child-actor-from-array-in-construction-script/313851)

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**Author:** [@ardworx](https://forums.unrealengine.com/u/ardworx)\
**Replies:** 15\
**Last updated:** [September 30, 2025, 2:22pm UTC](https://forums.unrealengine.com/t/how-to-add-child-actor-from-array-in-construction-script/313851 "2025-09-30T14:22:59Z")

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The array has to be “Exposed on spawn” and then you can asign the blueprint in the array slot from the editor in the details panel. note: The array has to be public( checkbox “editable”). Your array should be of type “c…

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## [How can I trigger the construction script from utility widget?](https://forums.unrealengine.com/t/how-can-i-trigger-the-construction-script-from-utility-widget/461491)

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**Author:** [@EdBennett](https://forums.unrealengine.com/u/EdBennett)\
**Replies:** 7\
**Last updated:** [September 11, 2025, 4:16am UTC](https://forums.unrealengine.com/t/how-can-i-trigger-the-construction-script-from-utility-widget/461491 "2025-09-11T04:16:50Z")

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Though this doesn’t neccesarily answer your question. You could make a custom event on the object firing into the same code your construction script is. Then fire the custom event after you rotate the object. I have had …

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## [construction script différences dans la scène en mode edit et en mode jeu ](https://forums.unrealengine.com/t/construction-script-differences-dans-la-scene-en-mode-edit-et-en-mode-jeu/2650504)

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**Author:** [@marsmanfouchas](https://forums.unrealengine.com/u/marsmanfouchas)\
**Replies:** 2\
**Last updated:** [August 26, 2025, 11:47pm UTC](https://forums.unrealengine.com/t/construction-script-differences-dans-la-scene-en-mode-edit-et-en-mode-jeu/2650504 "2025-08-26T23:47:42Z")

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Bonjour. J’ai réaliser la création d’un labyrinthe dans un construction script, en mode edit, les labyrinte de randomise convenablement et apparait comme je le désire, (positionnement de cases et modification visibilité…

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## [Failed to set media texture to a media texture which is from "Construct object from class"](https://forums.unrealengine.com/t/failed-to-set-media-texture-to-a-media-texture-which-is-from-construct-object-from-class/401551)

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**Author:** [@Wxzuir](https://forums.unrealengine.com/u/Wxzuir)\
**Replies:** 19\
**Last updated:** [August 20, 2025, 2:41am UTC](https://forums.unrealengine.com/t/failed-to-set-media-texture-to-a-media-texture-which-is-from-construct-object-from-class/401551 "2025-08-20T02:41:34Z")

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This is my construction script. But when I play the media player,My Texture get nothing,the height is zero and the material is wrong just like that. And if i edit the construction script,make my Texture an asset …

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## [Save Game Boolean Not Working](https://forums.unrealengine.com/t/save-game-boolean-not-working/423957)

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**Author:** [@dewdle](https://forums.unrealengine.com/u/dewdle)\
**Replies:** 13\
**Last updated:** [August 19, 2025, 7:53pm UTC](https://forums.unrealengine.com/t/save-game-boolean-not-working/423957 "2025-08-19T19:53:53Z")

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I’m struggling to save a boolean variable from a class of objects (Door 5). Basically, I want to save whether or not the door is open, and then load that back up. This is working in the game, but as soon as I reload, i…

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## [Editing metahuman construction script to attach clothing skeletal meshes in 5.6](https://forums.unrealengine.com/t/editing-metahuman-construction-script-to-attach-clothing-skeletal-meshes-in-5-6/2582744)

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**Author:** [@s.c.r.a.f.f](https://forums.unrealengine.com/u/s.c.r.a.f.f)\
**Replies:** 7\
**Last updated:** [August 1, 2025, 10:33am UTC](https://forums.unrealengine.com/t/editing-metahuman-construction-script-to-attach-clothing-skeletal-meshes-in-5-6/2582744 "2025-08-01T10:33:07Z")

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I am having a problem correctly editing the construction script of my metahuman to attach a clothing skeletal mesh in 5.6. Currently, once an animation is added, the clothing no longer stays attached to the character. I…

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## [Grid system in construction phase ](https://forums.unrealengine.com/t/grid-system-in-construction-phase/2602123)

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**Author:** [@chinoFmoreno](https://forums.unrealengine.com/u/chinoFmoreno)\
**Replies:** 5\
**Last updated:** [July 14, 2025, 4:19am UTC](https://forums.unrealengine.com/t/grid-system-in-construction-phase/2602123 "2025-07-14T04:19:40Z")

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Hi! I need an advice on how to make grid system in construction phase (or any other system where i need a bunch of “Actors” or “Actor-like” objects proceduraly spawned). Lets say i need a grid with cells like in mineswe…

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## [Execute Console Command not working in Construction Script](https://forums.unrealengine.com/t/execute-console-command-not-working-in-construction-script/304394)

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**Author:** [@anonymous\_user\_0f506fca](https://forums.unrealengine.com/u/anonymous_user_0f506fca)\
**Replies:** 7\
**Last updated:** [July 9, 2025, 4:59pm UTC](https://forums.unrealengine.com/t/execute-console-command-not-working-in-construction-script/304394 "2025-07-09T16:59:59Z")

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Hello everyone, thanks for your attention. I am currently writing a blueprint only graphic settings menu (hopefully to be submitted to the marketplace in a few days) in which I would like to be able to execute console c…

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## [NavMesh + Procedural Generation + Build\_Button](https://forums.unrealengine.com/t/navmesh-procedural-generation-build-button/432417)

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**Author:** [@Sn\_a\_ke](https://forums.unrealengine.com/u/Sn_a_ke)\
**Replies:** 1\
**Last updated:** [July 1, 2025, 7:39am UTC](https://forums.unrealengine.com/t/navmesh-procedural-generation-build-button/432417 "2025-07-01T07:39:36Z")

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a simple example of generating something: when you click the build button NavMesh does not consider the whole generation I created a BlueprintFunctionLibrary: UCLASS() class NAVMESH\_BUG\_API UMyBlueprintFunctionL…

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## [How to set Initialized Fields for overlapping actors in a Construction Script?](https://forums.unrealengine.com/t/how-to-set-initialized-fields-for-overlapping-actors-in-a-construction-script/2529887)

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**Author:** [@carta\_oro](https://forums.unrealengine.com/u/carta_oro)\
**Replies:** 2\
**Last updated:** [May 29, 2025, 7:53am UTC](https://forums.unrealengine.com/t/how-to-set-initialized-fields-for-overlapping-actors-in-a-construction-script/2529887 "2025-05-29T07:53:09Z")

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I’m trying to automate setting an anchor field for a Geometry Collection placed in the world, but I can’t seem to get it to work. What I’m trying to do is have the anchor field detect the geometry collection overlap …

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## [Static child actor components](https://forums.unrealengine.com/t/static-child-actor-components/337066)

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**Author:** [@Roel](https://forums.unrealengine.com/u/Roel)\
**Replies:** 5\
**Last updated:** [April 30, 2025, 1:36pm UTC](https://forums.unrealengine.com/t/static-child-actor-components/337066 "2025-04-30T13:36:37Z")

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Hi, I was wondering if it was possible to make a child actor component static. I know there is an option for it, but it does not seem to do anything. What I would like is to bake lighting on it, which is currently not …

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## [How do you create a spline BP so you can change the spline mesh at every spline point?](https://forums.unrealengine.com/t/how-do-you-create-a-spline-bp-so-you-can-change-the-spline-mesh-at-every-spline-point/408839)

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**Author:** [@anonymous\_user\_e19b70ae1](https://forums.unrealengine.com/u/anonymous_user_e19b70ae1)\
**Replies:** 1\
**Last updated:** [April 28, 2025, 2:44pm UTC](https://forums.unrealengine.com/t/how-do-you-create-a-spline-bp-so-you-can-change-the-spline-mesh-at-every-spline-point/408839 "2025-04-28T14:44:03Z")

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how do you create a spline BP so you can change the spline mesh at every spline point? I have gotten as far as getting one where you get the 1st and last points in the spline and throw on a few end caps…but I can’t seem…

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## [Why is "Cast To MaterialstanceDynamic" not working in some cases in the ConstructionScript?](https://forums.unrealengine.com/t/why-is-cast-to-materialstancedynamic-not-working-in-some-cases-in-the-constructionscript/429708)

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**Author:** [@dZh0](https://forums.unrealengine.com/u/dZh0)\
**Replies:** 12\
**Last updated:** [April 13, 2025, 3:10am UTC](https://forums.unrealengine.com/t/why-is-cast-to-materialstancedynamic-not-working-in-some-cases-in-the-constructionscript/429708 "2025-04-13T03:10:23Z")

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So I’ve made a simple function (in a BlueprintFunctionLibrary) to change the color of an object based on its team. (The “Colors” array is hard-coded local variable in the function) I use it in 2 of my classes’ Const…

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## [Can you expose override lightmap resolution for static meshes to blueprints?](https://forums.unrealengine.com/t/can-you-expose-override-lightmap-resolution-for-static-meshes-to-blueprints/284536)

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**Author:** [@HypnoticShark](https://forums.unrealengine.com/u/HypnoticShark)\
**Replies:** 7\
**Last updated:** [March 18, 2025, 7:00am UTC](https://forums.unrealengine.com/t/can-you-expose-override-lightmap-resolution-for-static-meshes-to-blueprints/284536 "2025-03-18T07:00:15Z")

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Hello, Can you expose the override lightmap res stuff to blueprints? right now you can only get it but not set it. I would like to set it through the construction script and this is not currently possible :slight\_smile: …

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## [Construction Script | Can't set new Cable Width from Cable Component](https://forums.unrealengine.com/t/construction-script-cant-set-new-cable-width-from-cable-component/393707)

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**Author:** [@Lemorange](https://forums.unrealengine.com/u/Lemorange)\
**Replies:** 7\
**Last updated:** [February 6, 2025, 6:06pm UTC](https://forums.unrealengine.com/t/construction-script-cant-set-new-cable-width-from-cable-component/393707 "2025-02-06T18:06:58Z")

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When a Cable Component is created within the construction script and then the Cable Width is changed in the blueprint with the “set cable width” node everything works. Though if the new value comes from a variable which …

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## [CDO Constructor Failed to find asset](https://forums.unrealengine.com/t/cdo-constructor-failed-to-find-asset/620239)

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**Author:** [@GKoch](https://forums.unrealengine.com/u/GKoch)\
**Replies:** 5\
**Last updated:** [January 8, 2025, 3:15am UTC](https://forums.unrealengine.com/t/cdo-constructor-failed-to-find-asset/620239 "2025-01-08T03:15:13Z")

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Constructor helper failed to load asset. I get the error message: LogLinker: Warning: Failed to load ‘/Game/GunActorTest’: Can’t find file. LogUObjectGlobals: Warning: Failed to find object ‘Actor /Game/GunActorTest.…

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## [Construction Script](https://forums.unrealengine.com/t/construction-script/2230565)

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**Author:** [@ESEAone](https://forums.unrealengine.com/u/ESEAone)\
**Replies:** 0\
**Last updated:** [December 18, 2024, 3:48pm UTC](https://forums.unrealengine.com/t/construction-script/2230565 "2024-12-18T15:48:15Z")

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I save a small construction script. This works… some what. Only when I cycle through the 3 states one after the other then back to the fist one. However when I go from the 1st to the 3rd, or 2nd to 1st (or any out …

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## [Why is Set Collision Enabled not effective from the construction script?](https://forums.unrealengine.com/t/why-is-set-collision-enabled-not-effective-from-the-construction-script/2122570)

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**Author:** [@PDubulous](https://forums.unrealengine.com/u/PDubulous)\
**Replies:** 0\
**Last updated:** [November 14, 2024, 2:59pm UTC](https://forums.unrealengine.com/t/why-is-set-collision-enabled-not-effective-from-the-construction-script/2122570 "2024-11-14T14:59:24Z")

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When setting the collision on a box trigger in the construction script it permanently disables the collision on that trigger. The print string indicates the collision has changed but it does not. The collision remai…

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## [Offical AI Assisent](https://forums.unrealengine.com/t/offical-ai-assisent/2120252)

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**Author:** [@BackinRetro80](https://forums.unrealengine.com/u/BackinRetro80)\
**Replies:** 0\
**Last updated:** [November 13, 2024, 2:47pm UTC](https://forums.unrealengine.com/t/offical-ai-assisent/2120252 "2024-11-13T14:47:40Z")

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Dear Epic Games Team, I am asking you to create a official AI Assistants feature with two options of hosting: Localhost or Cloud/User hosted Cloud, including a Internal Interface, in Unreal Engine 5.6, with would make m…

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## [Set Static Mesh by UProperty Ref via Constructor (C++)](https://forums.unrealengine.com/t/set-static-mesh-by-uproperty-ref-via-constructor-c/2079530)

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**Author:** [@LowResDev](https://forums.unrealengine.com/u/LowResDev)\
**Replies:** 2\
**Last updated:** [October 22, 2024, 9:27pm UTC](https://forums.unrealengine.com/t/set-static-mesh-by-uproperty-ref-via-constructor-c/2079530 "2024-10-22T21:27:00Z")

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I would like to set the Static Mesh of a Static Mesh Component by referencing a UStaticMesh property via the constructor in C++. It works via BeginPlay, Tick, and the constructor via Blueprints, but not the constructo…

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## [Constructing Actor Components in Construction Script of another Actor](https://forums.unrealengine.com/t/constructing-actor-components-in-construction-script-of-another-actor/419457)

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**Author:** [@Daredevil1992](https://forums.unrealengine.com/u/Daredevil1992)\
**Replies:** 1\
**Last updated:** [October 16, 2024, 10:06am UTC](https://forums.unrealengine.com/t/constructing-actor-components-in-construction-script-of-another-actor/419457 "2024-10-16T10:06:37Z")

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I’m currently trying to set up a data structure for building ships from an assortment of module parts. So far, I have set the Ship to be an Actor and each Module to be an Actor Component, with subclasses of of the Module…

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## [\[4.11\] Rotating an Instanced Static Mesh Component by 180 Degree scales it smaller](https://forums.unrealengine.com/t/4-11-rotating-an-instanced-static-mesh-component-by-180-degree-scales-it-smaller/346070)

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**Author:** [@Seirei](https://forums.unrealengine.com/u/Seirei)\
**Replies:** 19\
**Last updated:** [September 24, 2024, 12:32pm UTC](https://forums.unrealengine.com/t/4-11-rotating-an-instanced-static-mesh-component-by-180-degree-scales-it-smaller/346070 "2024-09-24T12:32:51Z")

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Hey guys! So I’ve been trying to build an automated system that spawns a street with sidewalks and buldings. Streets and sidewalks are done now, but I have found a weird bug. So first the basics: my street tiles are …

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