# \#custom-component

**URL:** https://forums.unrealengine.com/tag/custom-component/4885.md

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## [Performant network graphs in UE4](https://forums.unrealengine.com/t/performant-network-graphs-in-ue4/386471)

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**Author:** [@anonymous\_user\_b39efe85](https://forums.unrealengine.com/u/anonymous_user_b39efe85)\
**Replies:** 4\
**Last updated:** [August 18, 2026, 4:34pm UTC](https://forums.unrealengine.com/t/performant-network-graphs-in-ue4/386471 "2026-08-18T16:34:21Z")

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Hello! I am going to develop network graph tool for VR based on UE. This tool is something like Gephi + Maltego – it should give good visualizations also allowing selecting nodes/edges and performing through context me…

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## [Static mesh collision going through walls at high velocity](https://forums.unrealengine.com/t/static-mesh-collision-going-through-walls-at-high-velocity/344055)

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**Author:** [@Danny\_Blank](https://forums.unrealengine.com/u/Danny_Blank)\
**Replies:** 15\
**Last updated:** [April 18, 2025, 1:21am UTC](https://forums.unrealengine.com/t/static-mesh-collision-going-through-walls-at-high-velocity/344055 "2025-04-18T01:21:32Z")

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Hello people! I’ve got a top down space sim game I’m working on which is all physics based and I’m having some issues with collision. The movement of the ship is controlled by set rotation and add force on a small coll…

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## [How to make visualization by FComponentVisualizer always visible?](https://forums.unrealengine.com/t/how-to-make-visualization-by-fcomponentvisualizer-always-visible/488124)

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**Author:** [@AndreM411](https://forums.unrealengine.com/u/AndreM411)\
**Replies:** 1\
**Last updated:** [September 14, 2022, 7:59pm UTC](https://forums.unrealengine.com/t/how-to-make-visualization-by-fcomponentvisualizer-always-visible/488124 "2022-09-14T19:59:12Z")

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I am trying to create a special visualization in the editor for a USceneComponent class. For this I found the FComponentVisualizer class, which basically works when the corresponding Actor is selected. However, I want t…

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## [Inherited Shape Component](https://forums.unrealengine.com/t/inherited-shape-component/447032)

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**Author:** [@anonymous\_user\_92e84e05](https://forums.unrealengine.com/u/anonymous_user_92e84e05)\
**Replies:** 1\
**Last updated:** [August 7, 2021, 11:32am UTC](https://forums.unrealengine.com/t/inherited-shape-component/447032 "2021-08-07T11:32:08Z")

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Hi everyone, Im trying to create a custom Capsule Component inherited from ShapeComponent. Im just clone CapsuleComponent in Engine code and change some variable. Everything’s ok except ShapeComponent::CreateShapeBodySet…

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## [Rendering an obj mesh with custom component presents visual artifacts](https://forums.unrealengine.com/t/rendering-an-obj-mesh-with-custom-component-presents-visual-artifacts/474000)

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**Author:** [@Crax](https://forums.unrealengine.com/u/Crax)\
**Replies:** 1\
**Last updated:** [November 5, 2020, 10:50am UTC](https://forums.unrealengine.com/t/rendering-an-obj-mesh-with-custom-component-presents-visual-artifacts/474000 "2020-11-05T10:50:01Z")

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Hello, i’m trying to render an obj file by loading it through a custom component. The model on the left is straigth out exported from blender, using a scale of 100, while the model on the right is from the same .obj fil…

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## [Blueprint Implementable Custom Component Events?](https://forums.unrealengine.com/t/blueprint-implementable-custom-component-events/325751)

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**Author:** [@Slowmanrunning](https://forums.unrealengine.com/u/Slowmanrunning)\
**Replies:** 4\
**Last updated:** [August 3, 2018, 6:45pm UTC](https://forums.unrealengine.com/t/blueprint-implementable-custom-component-events/325751 "2018-08-03T18:45:19Z")

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I’m trying to create custom actor components which have implementable events. I have a basic unit class and a basic spell class, and I want to be able to create custom blueprints from those to make different types of uni…

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## [How can I edit the path that tells an AI character where to move?](https://forums.unrealengine.com/t/how-can-i-edit-the-path-that-tells-an-ai-character-where-to-move/315436)

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**Author:** [@jechli\_1](https://forums.unrealengine.com/u/jechli_1)\
**Replies:** 9\
**Last updated:** [July 18, 2018, 4:49pm UTC](https://forums.unrealengine.com/t/how-can-i-edit-the-path-that-tells-an-ai-character-where-to-move/315436 "2018-07-18T16:49:22Z")

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I’m currently trying to create a custom Path Following Component for my AI character so that I can edit the path that it tells the character to go. The reason I am doing this is because I want to create a smoother path f…

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## [Custom uscenecomponent?](https://forums.unrealengine.com/t/custom-uscenecomponent/402021)

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**Author:** [@Lanslot\_Chung](https://forums.unrealengine.com/u/Lanslot_Chung)\
**Replies:** 1\
**Last updated:** [August 21, 2017, 3:18am UTC](https://forums.unrealengine.com/t/custom-uscenecomponent/402021 "2017-08-21T03:18:51Z")

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i create custom scenecomponent: UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class CAVEHYPERCUBUS\_API UTestComponent : public USceneComponent { GENERATED\_BODY() public: // Sets default values fo…

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## [Component visualisation resets when not selected](https://forums.unrealengine.com/t/component-visualisation-resets-when-not-selected/364811)

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**Author:** [@Ungalyant](https://forums.unrealengine.com/u/Ungalyant)\
**Replies:** 2\
**Last updated:** [April 4, 2017, 4:35pm UTC](https://forums.unrealengine.com/t/component-visualisation-resets-when-not-selected/364811 "2017-04-04T16:35:56Z")

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I’ve created a custom form of spline, that simply inherits from spline component and adds a handful of variables. I’ve made an editor module and a component visualiser for this custom component and it all seems to work f…

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## [Custom C++ UActorComponent does not show up in BP Editor](https://forums.unrealengine.com/t/custom-c-uactorcomponent-does-not-show-up-in-bp-editor/309693)

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**Author:** [@polymatheddy](https://forums.unrealengine.com/u/polymatheddy)\
**Replies:** 5\
**Last updated:** [March 31, 2017, 4:34pm UTC](https://forums.unrealengine.com/t/custom-c-uactorcomponent-does-not-show-up-in-bp-editor/309693 "2017-03-31T16:34:09Z")

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I have been working with custom C++ components since before 4.7 and had scripted a couple of C++ UActorComponents These had been working fine and could be added to any of my blueprints in the editor Yes, I did add the …

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## [Unable to get NavArea Flags in SetMoveSegment() using custom PathFollowingComponent derived from UCrowdFollowingComponent](https://forums.unrealengine.com/t/unable-to-get-navarea-flags-in-setmovesegment-using-custom-pathfollowingcomponent-derived-from-ucrowdfollowingcomponent/383368)

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**Author:** [@FacePalm.exe](https://forums.unrealengine.com/u/FacePalm.exe)\
**Replies:** 3\
**Last updated:** [March 24, 2017, 12:38pm UTC](https://forums.unrealengine.com/t/unable-to-get-navarea-flags-in-setmovesegment-using-custom-pathfollowingcomponent-derived-from-ucrowdfollowingcomponent/383368 "2017-03-24T12:38:52Z")

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Hey guys, So I’ve been following the tutorial shown HERE and have run into a wall while trying to get this working with the UCrowdFollowingComponent. (Parent) Whenever I do a MoveTo(), SetMoveSegment() only contains a …

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## [Use BP Enumeration asset as UPROPERTY in c++ class](https://forums.unrealengine.com/t/use-bp-enumeration-asset-as-uproperty-in-c-class/327332)

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**Author:** [@anonymous\_user\_5d61bb2c](https://forums.unrealengine.com/u/anonymous_user_5d61bb2c)\
**Replies:** 1\
**Last updated:** [July 28, 2016, 2:00pm UTC](https://forums.unrealengine.com/t/use-bp-enumeration-asset-as-uproperty-in-c-class/327332 "2016-07-28T14:00:37Z")

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Hello, I am trying to attach a BP Enumeration asset to a custom c++ class in a way that will expose it within the editor. However, I’m running into a lot of trouble. I’m able to attach the asset as a UEnum\*. However,…

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## [\[VehicleGame\] How to change VehicleMovementComponent to custom one?](https://forums.unrealengine.com/t/vehiclegame-how-to-change-vehiclemovementcomponent-to-custom-one/361824)

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**Author:** [@Cpt.Trips](https://forums.unrealengine.com/u/Cpt.Trips)\
**Replies:** 3\
**Last updated:** [June 24, 2016, 11:10am UTC](https://forums.unrealengine.com/t/vehiclegame-how-to-change-vehiclemovementcomponent-to-custom-one/361824 "2016-06-24T11:10:25Z")

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I wanted to add some updates to the custom Vehicle Movement component in the VehicleGame demo, that is in Pawns/VehicleMovementComponentBoosted4w.h/cpp but I noticed the buggy pawn does not seem to use that component at…

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## [Blueprint Script Component Broken?](https://forums.unrealengine.com/t/blueprint-script-component-broken/358119)

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**Author:** [@SpergDuchess](https://forums.unrealengine.com/u/SpergDuchess)\
**Replies:** 4\
**Last updated:** [May 22, 2016, 8:04pm UTC](https://forums.unrealengine.com/t/blueprint-script-component-broken/358119 "2016-05-22T20:04:30Z")

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So basically in an FPS i’m making I have setup a System in Blueprint using the Blueprint Script Components for adding the weapon code to a Player. The Weapon Components are all children components of a main Weapon which …

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## [Matinee bug with custom component?](https://forums.unrealengine.com/t/matinee-bug-with-custom-component/330896)

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**Author:** [@anonymous\_user\_2edad815](https://forums.unrealengine.com/u/anonymous_user_2edad815)\
**Replies:** 2\
**Last updated:** [September 9, 2015, 1:12pm UTC](https://forums.unrealengine.com/t/matinee-bug-with-custom-component/330896 "2015-09-09T13:12:30Z")

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Here’s the setup: I have a blueprint class derived from actor (“TestActor”), that I attach a cube component. I’ve created a custom component that saves a file “cmp\_created” on component creation and saves a file “cmp\_d…

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## [Compiler Error for Indirect Blueprint Component References](https://forums.unrealengine.com/t/compiler-error-for-indirect-blueprint-component-references/324322)

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**Author:** [@Moonspine](https://forums.unrealengine.com/u/Moonspine)\
**Replies:** 7\
**Last updated:** [August 31, 2015, 10:48pm UTC](https://forums.unrealengine.com/t/compiler-error-for-indirect-blueprint-component-references/324322 "2015-08-31T22:48:31Z")

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In UE 4.8.1, I’m experiencing a bizarre Blueprint compiler error. The following steps reproduce the issue: Create a new blueprint-based component called “MyComponent.” Give this component a single function called “MyFu…

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## [How to add custom components into blueprint editor](https://forums.unrealengine.com/t/how-to-add-custom-components-into-blueprint-editor/327232)

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**Author:** [@anonymous\_user\_d2ff9dd31](https://forums.unrealengine.com/u/anonymous_user_d2ff9dd31)\
**Replies:** 11\
**Last updated:** [August 1, 2015, 1:26am UTC](https://forums.unrealengine.com/t/how-to-add-custom-components-into-blueprint-editor/327232 "2015-08-01T01:26:54Z")

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You can go to your content browser → right click → Blueprint Class and select the component class which you want to inherit from (Most basic one is ActorComponent, SceneComponent has transforms and PrimitiveComponent has…

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## [Blueprints: Some modified variables of Custom Components will reset if changes are made to custom component parent classes](https://forums.unrealengine.com/t/blueprints-some-modified-variables-of-custom-components-will-reset-if-changes-are-made-to-custom-component-parent-classes/323444)

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**Author:** [@JoystickMonkey](https://forums.unrealengine.com/u/JoystickMonkey)\
**Replies:** 4\
**Last updated:** [July 1, 2015, 10:24pm UTC](https://forums.unrealengine.com/t/blueprints-some-modified-variables-of-custom-components-will-reset-if-changes-are-made-to-custom-component-parent-classes/323444 "2015-07-01T22:24:14Z")

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I’m working on a game with a variety of different units and skills, and skills are given to units in the following manner: Skills are custom components, with “Skill” as a base class that inherits from Custom Component, …

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## [\[C++\]Custom Component Class in Plugin](https://forums.unrealengine.com/t/c-custom-component-class-in-plugin/311671)

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**Author:** [@prcn3dlight](https://forums.unrealengine.com/u/prcn3dlight)\
**Replies:** 1\
**Last updated:** [March 19, 2015, 8:24am UTC](https://forums.unrealengine.com/t/c-custom-component-class-in-plugin/311671 "2015-03-19T08:24:54Z")

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I have created a plugin in 4.6 and want to transfer the project to 4.7. The plugin was compiled without error, but I found all of the custom component classes disappeared from the “Add Component” list(they could be found…

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## [Running Project in C++ triggers breakpoints](https://forums.unrealengine.com/t/running-project-in-c-triggers-breakpoints/297933)

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**Author:** [@Graftopo\_1](https://forums.unrealengine.com/u/Graftopo_1)\
**Replies:** 4\
**Last updated:** [November 2, 2014, 4:38pm UTC](https://forums.unrealengine.com/t/running-project-in-c-triggers-breakpoints/297933 "2014-11-02T16:38:03Z")

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Hi, I’ve been trying to create a custom component through C++ to add it in my game. My concept is to create a custom component that contains some other sub-components. I am using Unreal Engine version 4.5.1. No errors a…

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## [Need Cone Shape Component](https://forums.unrealengine.com/t/need-cone-shape-component/287232)

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**Author:** [@khatar\_matar](https://forums.unrealengine.com/u/khatar_matar)\
**Replies:** 0\
**Last updated:** [July 2, 2014, 10:38am UTC](https://forums.unrealengine.com/t/need-cone-shape-component/287232 "2014-07-02T10:38:41Z")

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In My Project I need a cone shape component that i couldn’t find it in UE4.2.0. Does anybody know where i can find it? if not help me to implement it myself in C++ with events that sphere component has. tnx.
