# \#Editor-Utility

**URL:** https://forums.unrealengine.com/tag/editor-utility/11103.md

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## [Editor Utility Widget - Single Property View stuck at "Unknown Property"](https://forums.unrealengine.com/t/editor-utility-widget-single-property-view-stuck-at-unknown-property/2765016)

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**Author:** [@anytng999](https://forums.unrealengine.com/u/anytng999)\
**Replies:** 1\
**Last updated:** [September 13, 2026, 7:16pm UTC](https://forums.unrealengine.com/t/editor-utility-widget-single-property-view-stuck-at-unknown-property/2765016 "2026-09-13T19:16:55Z")

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Hi. My single property view is stuck at “Unknown Property”. Looked at multiple videos / posts to get it working, but didn’t find any solution. UE Version: 5.6.1. Example of trying to setup MeshProperty:

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## [PostEditChangeProperty is not called when change the value of a SinglePropertyView in Editor](https://forums.unrealengine.com/t/posteditchangeproperty-is-not-called-when-change-the-value-of-a-singlepropertyview-in-editor/642942)

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**Author:** [@MarshallZhang](https://forums.unrealengine.com/u/MarshallZhang)\
**Replies:** 1\
**Last updated:** [July 14, 2026, 1:26am UTC](https://forums.unrealengine.com/t/posteditchangeproperty-is-not-called-when-change-the-value-of-a-singlepropertyview-in-editor/642942 "2026-07-14T01:26:29Z")

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Hi, I’m trying to use SinglePropertyView in my custom Editor Ultility Widget, but it seems that I can’t get notification on property value changed. The callback function is PostEditChangeProperty, right? Do I need to add…

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## [I got tired of re-opening old projects just to reuse one asset, so I built Asset Library](https://forums.unrealengine.com/t/i-got-tired-of-re-opening-old-projects-just-to-reuse-one-asset-so-i-built-asset-library/2727252)

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**Author:** [@Felizari](https://forums.unrealengine.com/u/Felizari)\
**Replies:** 0\
**Last updated:** [June 8, 2026, 6:38pm UTC](https://forums.unrealengine.com/t/i-got-tired-of-re-opening-old-projects-just-to-reuse-one-asset-so-i-built-asset-library/2727252 "2026-06-08T18:38:59Z")

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You know the loop. You remember a material you made months ago, and to use it again you have to dig up the old project, open it, find the asset, and Migrate it over. Five minutes, every time. Asset Library is an editor …

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## [Setting asset collision presets via Editor Utility Widget](https://forums.unrealengine.com/t/setting-asset-collision-presets-via-editor-utility-widget/2724956)

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**Author:** [@faraz94](https://forums.unrealengine.com/u/faraz94)\
**Replies:** 1\
**Last updated:** [May 30, 2026, 9:22am UTC](https://forums.unrealengine.com/t/setting-asset-collision-presets-via-editor-utility-widget/2724956 "2026-05-30T09:22:40Z")

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Hey all, I’d like to make a tool that sets the collision profile of selected static mesh assets in the Content Browser. (It can be done via Property Matrix but I’m making collision tools and it would be nice to have this…

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## [Scene Preset Manager: Restore Scene Visiblity Setup](https://forums.unrealengine.com/t/scene-preset-manager-restore-scene-visiblity-setup/2718061)

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**Author:** [@rvakato](https://forums.unrealengine.com/u/rvakato)\
**Replies:** 0\
**Last updated:** [April 26, 2026, 8:53am UTC](https://forums.unrealengine.com/t/scene-preset-manager-restore-scene-visiblity-setup/2718061 "2026-04-26T08:53:26Z")

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This plugin started because of a project where I kept having to hide ceiling structures before I could do anything. I had my folders organised and everything, but every single reload meant hunting them down again just to…

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## [How to make DataAssetInstances in EUW ](https://forums.unrealengine.com/t/how-to-make-dataassetinstances-in-euw/2678994)

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**Author:** [@gameking000](https://forums.unrealengine.com/u/gameking000)\
**Replies:** 1\
**Last updated:** [January 12, 2026, 10:33am UTC](https://forums.unrealengine.com/t/how-to-make-dataassetinstances-in-euw/2678994 "2026-01-12T10:33:05Z")

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Hey I’m making a feature that allows my fellow designers to create achievements and challenges, I want to use DataAssets for this but I’m not sure how to make data assets in editor utility widgets. Factories don’t seem e…

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## [Get Assets by Class - how to find all BP assets of given class?](https://forums.unrealengine.com/t/get-assets-by-class-how-to-find-all-bp-assets-of-given-class/687899)

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**Author:** [@ilozen](https://forums.unrealengine.com/u/ilozen)\
**Replies:** 9\
**Last updated:** [December 18, 2025, 5:09pm UTC](https://forums.unrealengine.com/t/get-assets-by-class-how-to-find-all-bp-assets-of-given-class/687899 "2025-12-18T17:09:00Z")

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I’m working in blueprints with editor utilities and need names of all BPs of specific class. E.g. if I have a BP\_ArrowBase and inheriting from it: BP\_ArrowFIre, BP\_ArrowIce. I’d like to get the names of the latter two. I…

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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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## [Create Material Instance via Editor Utility Widget](https://forums.unrealengine.com/t/create-material-instance-via-editor-utility-widget/2669201)

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**Author:** [@nitrogen092](https://forums.unrealengine.com/u/nitrogen092)\
**Replies:** 1\
**Last updated:** [October 28, 2025, 7:58am UTC](https://forums.unrealengine.com/t/create-material-instance-via-editor-utility-widget/2669201 "2025-10-28T07:58:00Z")

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Hi! I want to create material instance asset in Content Browser. What am I doing wrong? Thanks

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## [Asset Action Utility to update blueprint template socketing?](https://forums.unrealengine.com/t/asset-action-utility-to-update-blueprint-template-socketing/2596028)

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**Author:** [@RiVRay](https://forums.unrealengine.com/u/RiVRay)\
**Replies:** 0\
**Last updated:** [July 7, 2025, 11:20pm UTC](https://forums.unrealengine.com/t/asset-action-utility-to-update-blueprint-template-socketing/2596028 "2025-07-07T23:20:27Z")

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What’s the proper way to write an asset utility script to update parent socket attachments for a static mesh component in a blueprint asset template? Currently testing either using blueprint nodes or the python API. Fro…

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## [Editor Utility Widget: How to do I get the user's selected asset in the content browser?](https://forums.unrealengine.com/t/editor-utility-widget-how-to-do-i-get-the-users-selected-asset-in-the-content-browser/2524920)

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**Author:** [@andyvyking](https://forums.unrealengine.com/u/andyvyking)\
**Replies:** 2\
**Last updated:** [July 3, 2025, 5:31pm UTC](https://forums.unrealengine.com/t/editor-utility-widget-how-to-do-i-get-the-users-selected-asset-in-the-content-browser/2524920 "2025-07-03T17:31:17Z")

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I’m trying to build an EditorUtilityWidget that allows me to modify Assets. I can select the asset using a DetailsView dropdown, but I want the widget to just automatically select the asset that I have selected in the Co…

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## [How to key niagara user-created variables via editor utility widget, scalar or vector ones?](https://forums.unrealengine.com/t/how-to-key-niagara-user-created-variables-via-editor-utility-widget-scalar-or-vector-ones/2448494)

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**Author:** [@flame\_eg](https://forums.unrealengine.com/u/flame_eg)\
**Replies:** 3\
**Last updated:** [May 3, 2025, 12:05pm UTC](https://forums.unrealengine.com/t/how-to-key-niagara-user-created-variables-via-editor-utility-widget-scalar-or-vector-ones/2448494 "2025-05-03T12:05:47Z")

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I want editor utility widget to key niagara variable called beam\_end, like this: i can do it manually but i cant figure a way out to make this with editor utility widget. My best attempt was this: but unfortunate…

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## [Editor Utility Details View Or Changing Variable Categories In Functions - Need this for deadline 25th feb](https://forums.unrealengine.com/t/editor-utility-details-view-or-changing-variable-categories-in-functions-need-this-for-deadline-25th-feb/2353639)

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**Author:** [@Lerza\_225](https://forums.unrealengine.com/u/Lerza_225)\
**Replies:** 0\
**Last updated:** [February 23, 2025, 11:55pm UTC](https://forums.unrealengine.com/t/editor-utility-details-view-or-changing-variable-categories-in-functions-need-this-for-deadline-25th-feb/2353639 "2025-02-23T23:55:45Z")

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Hi I’m making a building generator tool and for my editor widget i wanted to have a detail panel with the setting in for the buildings, i want to be able to change the properties shown in the detail view based on which s…

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## [Set Maximum Texture Size missing in Blueprint Editor](https://forums.unrealengine.com/t/set-maximum-texture-size-missing-in-blueprint-editor/571390)

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**Author:** [@tilt1761](https://forums.unrealengine.com/u/tilt1761)\
**Replies:** 4\
**Last updated:** [February 23, 2025, 5:12am UTC](https://forums.unrealengine.com/t/set-maximum-texture-size-missing-in-blueprint-editor/571390 "2025-02-23T05:12:55Z")

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Hi there, i’m trying to build an Editor Utility Blueprint to set Maximum Texture Size on selected Texture Assets. Unfortunately, the one setter I need seems to be missing in the Blueprint Editor. “Get Maximum Texture S…

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## [Set Editor Property per actor as opposed to all objects](https://forums.unrealengine.com/t/set-editor-property-per-actor-as-opposed-to-all-objects/510678)

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**Author:** [@Geek.exe](https://forums.unrealengine.com/u/Geek.exe)\
**Replies:** 3\
**Last updated:** [February 23, 2025, 4:34am UTC](https://forums.unrealengine.com/t/set-editor-property-per-actor-as-opposed-to-all-objects/510678 "2025-02-23T04:34:35Z")

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Hi, I’m trying to set-up a lightmapping tool that will allow me to change the resolution of an objects lightmap. I’ve currently got it functioning so that when an object is selected it changes the lightmap res, however, …

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## [Casting Geometry Cache to Static Mesh](https://forums.unrealengine.com/t/casting-geometry-cache-to-static-mesh/1346231)

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**Author:** [@M3M3DE4LER](https://forums.unrealengine.com/u/M3M3DE4LER)\
**Replies:** 2\
**Last updated:** [January 29, 2025, 6:08pm UTC](https://forums.unrealengine.com/t/casting-geometry-cache-to-static-mesh/1346231 "2025-01-29T18:08:24Z")

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Hey folks I’m trying to create an Editor Utility Blueprint that will let me change material assignments to Geometry Cache. The idea behind this is to be able to quickly change material assignments across multiple variat…

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## [Asset Action Utility: Blueprint Issues](https://forums.unrealengine.com/t/asset-action-utility-blueprint-issues/2262115)

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**Author:** [@zozobra1](https://forums.unrealengine.com/u/zozobra1)\
**Replies:** 2\
**Last updated:** [January 28, 2025, 6:51pm UTC](https://forums.unrealengine.com/t/asset-action-utility-blueprint-issues/2262115 "2025-01-28T18:51:01Z")

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Hello, I am trying to make a scripted asset action. (It’s not important to the issue, but it’s function is to convert heightmap stamps from one system to another, so it reads the data from one blueprint asset, creates a …

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## [way to get actor by world outliner path](https://forums.unrealengine.com/t/way-to-get-actor-by-world-outliner-path/721750)

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**Author:** [@liyangyang0901](https://forums.unrealengine.com/u/liyangyang0901)\
**Replies:** 2\
**Last updated:** [November 19, 2024, 9:39pm UTC](https://forums.unrealengine.com/t/way-to-get-actor-by-world-outliner-path/721750 "2024-11-19T21:39:33Z")

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Is there a way to get actor by world outliner path, for example, /a/b/Mesh01. I want to check whether an actor exists in world outliner, then modify some property or delete it. I found an API may be useful, get\_actor…

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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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## [How to use input in editor to call scriptable actions/trigger events in editor utility actor's?](https://forums.unrealengine.com/t/how-to-use-input-in-editor-to-call-scriptable-actions-trigger-events-in-editor-utility-actors/1597163)

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**Author:** [@I-C-Ubackoff](https://forums.unrealengine.com/u/I-C-Ubackoff)\
**Replies:** 1\
**Last updated:** [October 22, 2024, 10:43pm UTC](https://forums.unrealengine.com/t/how-to-use-input-in-editor-to-call-scriptable-actions-trigger-events-in-editor-utility-actors/1597163 "2024-10-22T22:43:55Z")

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I am trying to call an editor utility/scriptable action via a key press (in Blueprints not c++). I have seen this tick box in the class defaults of an editor utility actor This leads me to expect that this is doable …

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## [Automated Tests for editor utility widgets?](https://forums.unrealengine.com/t/automated-tests-for-editor-utility-widgets/2065728)

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**Author:** [@Luhari](https://forums.unrealengine.com/u/Luhari)\
**Replies:** 4\
**Last updated:** [October 15, 2024, 11:09am UTC](https://forums.unrealengine.com/t/automated-tests-for-editor-utility-widgets/2065728 "2024-10-15T11:09:13Z")

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Hi, I’m new to UE and I wanted to try to develop it while using automated tests, sort of a TDD. So Im trying to build a Visual Novel and after researching about the data storage, I decided to use DataAssets for a Chapter…

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## [Building a UActorActionUtility from C++](https://forums.unrealengine.com/t/building-a-uactoractionutility-from-c/2037975)

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**Author:** [@Mercuna\_Michael](https://forums.unrealengine.com/u/Mercuna_Michael)\
**Replies:** 2\
**Last updated:** [September 26, 2024, 12:36pm UTC](https://forums.unrealengine.com/t/building-a-uactoractionutility-from-c/2037975 "2024-09-26T12:36:58Z")

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Hey UDN, I was hoping to implement an UActorActionUtility inherited object to allow users to change actors of a certain class into multiple others depending on some internal logic about its properties. This is in UE 5.4…

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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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## [unreal.MaterialEditingLibrary - How to get the Parameter Name of an MaterialExpressionParameter?](https://forums.unrealengine.com/t/unreal-materialeditinglibrary-how-to-get-the-parameter-name-of-an-materialexpressionparameter/1886850)

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**Author:** [@rePete](https://forums.unrealengine.com/u/rePete)\
**Replies:** 0\
**Last updated:** [June 3, 2024, 8:07am UTC](https://forums.unrealengine.com/t/unreal-materialeditinglibrary-how-to-get-the-parameter-name-of-an-materialexpressionparameter/1886850 "2024-06-03T08:07:36Z")

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Hello, I am in the process of making an kind of material converter tool as editor utility/python where it goes through the material of selected static meshes, checks which textures are connected to which material proper…

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## [(SOLVED) \[UE5\] Remove Elipse in Comment](https://forums.unrealengine.com/t/solved-ue5-remove-elipse-in-comment/570806)

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**Author:** [@Sarc4stico](https://forums.unrealengine.com/u/Sarc4stico)\
**Replies:** 11\
**Last updated:** [April 24, 2024, 5:15pm UTC](https://forums.unrealengine.com/t/solved-ue5-remove-elipse-in-comment/570806 "2024-04-24T17:15:03Z")

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Is there any way to remove those elipses in in the comments introduced in unreal engine 5? They are annoying and disturb the comment reading, the clean flat comment from ue4 is better.

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## [I want to create Keyboard Shorcut in Editor Viewport because I need mouse position.](https://forums.unrealengine.com/t/i-want-to-create-keyboard-shorcut-in-editor-viewport-because-i-need-mouse-position/1816679)

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**Author:** [@AngelAvellaneda](https://forums.unrealengine.com/u/AngelAvellaneda)\
**Replies:** 4\
**Last updated:** [April 23, 2024, 9:39am UTC](https://forums.unrealengine.com/t/i-want-to-create-keyboard-shorcut-in-editor-viewport-because-i-need-mouse-position/1816679 "2024-04-23T09:39:46Z")

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I want to create Keyboard Shorcut in Editor Viewport because I need mouse position, It can be with Blueutility or Editor Widget but I need to fire the key while im focus in viewport.

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## [Add Data Table Row, not working inside Editor Utility Widget?](https://forums.unrealengine.com/t/add-data-table-row-not-working-inside-editor-utility-widget/1639344)

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**Author:** [@Harryaars](https://forums.unrealengine.com/u/Harryaars)\
**Replies:** 2\
**Last updated:** [April 10, 2024, 2:39am UTC](https://forums.unrealengine.com/t/add-data-table-row-not-working-inside-editor-utility-widget/1639344 "2024-04-10T02:39:58Z")

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This is the code I’ve created to add an item to my datatable. However, it isn’t working I do get to the confirmation text, but it never adds anything into the datatable. https://blueprintue.com/blueprint/m40g-vsy/ Does…

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## [How would I go about creating an Editor Utility to select and import a .GLTF scene to my level and perform some additional tasks?](https://forums.unrealengine.com/t/how-would-i-go-about-creating-an-editor-utility-to-select-and-import-a-gltf-scene-to-my-level-and-perform-some-additional-tasks/1706140)

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**Author:** [@Zarrar2802](https://forums.unrealengine.com/u/Zarrar2802)\
**Replies:** 2\
**Last updated:** [February 29, 2024, 3:50am UTC](https://forums.unrealengine.com/t/how-would-i-go-about-creating-an-editor-utility-to-select-and-import-a-gltf-scene-to-my-level-and-perform-some-additional-tasks/1706140 "2024-02-29T03:50:41Z")

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PS: Currently I’m just importing a heightmap and a texture. Later on I want to augment this process with a GLTF scene that will contain the building, streetlights, signs, etc. This is a process I have created for …

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## [Editor Utility Widget (How to save changes) \[SOLVED\]](https://forums.unrealengine.com/t/editor-utility-widget-how-to-save-changes-solved/821338)

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**Author:** [@Loreseeker\_Games](https://forums.unrealengine.com/u/Loreseeker_Games)\
**Replies:** 2\
**Last updated:** [December 20, 2023, 3:04pm UTC](https://forums.unrealengine.com/t/editor-utility-widget-how-to-save-changes-solved/821338 "2023-12-20T15:04:19Z")

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I’ve built a simple one-button widget that gets a reference to an actor in the editor level and randomizes a few of its variables. I can see the variable updating properly in the actor’s detail panel and also in the view…

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## [Editor Utility Blueprint - Load Level Crash](https://forums.unrealengine.com/t/editor-utility-blueprint-load-level-crash/1322965)

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**Author:** [@EvanHammel](https://forums.unrealengine.com/u/EvanHammel)\
**Replies:** 1\
**Last updated:** [November 3, 2023, 8:49pm UTC](https://forums.unrealengine.com/t/editor-utility-blueprint-load-level-crash/1322965 "2023-11-03T20:49:38Z")

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I have an editor utility blueprint that is performing several prep operations on actors in the levels. It is loading a level, performing some actions, saving the level, and then opening the next level in the process sta…

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