# \#hierarchy

**URL:** https://forums.unrealengine.com/tag/hierarchy/993.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [Duplicating actor blueprint messes up component hierarchy](https://forums.unrealengine.com/t/duplicating-actor-blueprint-messes-up-component-hierarchy/419887)

<div class="topic-metadata">

**Author:** [@Demonkin](https://forums.unrealengine.com/u/Demonkin)\
**Replies:** 2\
**Last updated:** [March 20, 2025, 11:20am UTC](https://forums.unrealengine.com/t/duplicating-actor-blueprint-messes-up-component-hierarchy/419887 "2025-03-20T11:20:10Z")

</div>

Hey guys, I think this is a bug that’s been in UE4 in a while (only just tested in 4.18 and 4.19 though, with the same results) If I duplicate an actor BP (via ALT+drag, copy paste, or CTRL+W) the hierarchy of the BP’s…

---

## [Convert fbx/gltf scene import to a blueprint, while keeping full hierarchy?](https://forums.unrealengine.com/t/convert-fbx-gltf-scene-import-to-a-blueprint-while-keeping-full-hierarchy/2013392)

<div class="topic-metadata">

**Author:** [@OriH33121](https://forums.unrealengine.com/u/OriH33121)\
**Replies:** 0\
**Last updated:** [September 9, 2024, 3:32pm UTC](https://forums.unrealengine.com/t/convert-fbx-gltf-scene-import-to-a-blueprint-while-keeping-full-hierarchy/2013392 "2024-09-09T15:32:12Z")

</div>

Hi, I’m importing FBX files of complex machinery with multiple levels of hierarchy (i.e. I have assemblies with subassemblies which have their own mix of parts/subassemblies) using the FBX scene import, works great. How…

---

## [Blender Exporting Armature Bone Above Root In Hierarchy (Screenshots)](https://forums.unrealengine.com/t/blender-exporting-armature-bone-above-root-in-hierarchy-screenshots/330011)

<div class="topic-metadata">

**Author:** [@Alba\_Ausir](https://forums.unrealengine.com/u/Alba_Ausir)\
**Replies:** 7\
**Last updated:** [June 19, 2024, 10:02pm UTC](https://forums.unrealengine.com/t/blender-exporting-armature-bone-above-root-in-hierarchy-screenshots/330011 "2024-06-19T22:02:41Z")

</div>

Blender 2.75a is exporting an Armature Bone above Root In my skeleton’s hierarchy rendering my root bone animations useless. I’ve been at it for hours and I just can’t seem to figure out why this is happening. All my an…

---

## [Camera detaches itself when saving?](https://forums.unrealengine.com/t/camera-detaches-itself-when-saving/443950)

<div class="topic-metadata">

**Author:** [@spmky](https://forums.unrealengine.com/u/spmky)\
**Replies:** 6\
**Last updated:** [February 15, 2024, 6:54pm UTC](https://forums.unrealengine.com/t/camera-detaches-itself-when-saving/443950 "2024-02-15T18:54:19Z")

</div>

I have an empty scene, added an Empty Actor and a CineCamera Actor. When I ‘Attach’ the camera to the Actor, it detaches itself when I save the level. All is well until I save. What’s going on? What am I doing wrong? See…

---

## [Not visible in blueprint hierarchy](https://forums.unrealengine.com/t/not-visible-in-blueprint-hierarchy/1505055)

<div class="topic-metadata">

**Author:** [@Moris0712](https://forums.unrealengine.com/u/Moris0712)\
**Replies:** 0\
**Last updated:** [December 8, 2023, 5:37am UTC](https://forums.unrealengine.com/t/not-visible-in-blueprint-hierarchy/1505055 "2023-12-08T05:37:29Z")

</div>

CameraComponent attached to a child of SpringArmComponent does not appear in the hierarchy. SpringArmComponent is not attached as code in C++, but in Blueprint. When attaching SpringArmComponent to a blueprint, …

---

## [Get component by class, with components added to class inside an instance (UE5.1)](https://forums.unrealengine.com/t/get-component-by-class-with-components-added-to-class-inside-an-instance-ue5-1/1423562)

<div class="topic-metadata">

**Author:** [@gvnnp](https://forums.unrealengine.com/u/gvnnp)\
**Replies:** 0\
**Last updated:** [November 26, 2023, 7:04pm UTC](https://forums.unrealengine.com/t/get-component-by-class-with-components-added-to-class-inside-an-instance-ue5-1/1423562 "2023-11-26T19:04:47Z")

</div>

Hi, I have a project where inside the construction script, i use the node “get components by class (Box collision)”. The problem is that if i create an instance (object) of that class and i place it in the world, and th…

---

## [Change Skeleton Hierarchy](https://forums.unrealengine.com/t/change-skeleton-hierarchy/376413)

<div class="topic-metadata">

**Author:** [@Deemk0](https://forums.unrealengine.com/u/Deemk0)\
**Replies:** 3\
**Last updated:** [October 29, 2023, 12:09pm UTC](https://forums.unrealengine.com/t/change-skeleton-hierarchy/376413 "2023-10-29T12:09:44Z")

</div>

I have decided to change the Hierarchy of my main skeleton, that is associated with lots of Skeleton meshes. I do understand the concept that “the bone hierarchy from one Skeletal Mesh to another cannot be violated.” M…

---

## [Parent-child relationship is ignored after import fbx file to unreal](https://forums.unrealengine.com/t/parent-child-relationship-is-ignored-after-import-fbx-file-to-unreal/352879)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_2bc28eb9](https://forums.unrealengine.com/u/anonymous_user_2bc28eb9)\
**Replies:** 2\
**Last updated:** [October 17, 2023, 11:57pm UTC](https://forums.unrealengine.com/t/parent-child-relationship-is-ignored-after-import-fbx-file-to-unreal/352879 "2023-10-17T23:57:52Z")

</div>

Hi all. I have a model in 3ds max which some parent-child relationship is defined on it. I tried to import the model by exporting it to .fbx file and import the file to unreal engine. But after importing the model, par…

---

## [Keep getting this error: Mesh \[Geometry have no name\] in the fbx file is not reference by any hierarchy node](https://forums.unrealengine.com/t/keep-getting-this-error-mesh-geometry-have-no-name-in-the-fbx-file-is-not-reference-by-any-hierarchy-node/461641)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_4f90ffca](https://forums.unrealengine.com/u/anonymous_user_4f90ffca)\
**Replies:** 3\
**Last updated:** [July 26, 2023, 10:12pm UTC](https://forums.unrealengine.com/t/keep-getting-this-error-mesh-geometry-have-no-name-in-the-fbx-file-is-not-reference-by-any-hierarchy-node/461641 "2023-07-26T22:12:15Z")

</div>

I keep getting that error message whenever I try to import my Maya character + Animations. Is there something I’m doing wrong?

---

## [Constraint doesn't work with hierarchy](https://forums.unrealengine.com/t/constraint-doesnt-work-with-hierarchy/1200546)

<div class="topic-metadata">

**Author:** [@unrealengine432](https://forums.unrealengine.com/u/unrealengine432)\
**Replies:** 0\
**Last updated:** [June 15, 2023, 9:10pm UTC](https://forums.unrealengine.com/t/constraint-doesnt-work-with-hierarchy/1200546 "2023-06-15T21:10:42Z")

</div>

Hi. Whe problem is… when the car body is not simulating all is okay, constraints is working properly, but when i set for car body “Simulate physics” all constraint component what is simulating teleporting to blueprint 0,…

---

## [How can I get Datasmith Scene Actor?](https://forums.unrealengine.com/t/how-can-i-get-datasmith-scene-actor/1157126)

<div class="topic-metadata">

**Author:** [@Player99LNM](https://forums.unrealengine.com/u/Player99LNM)\
**Replies:** 1\
**Last updated:** [May 8, 2023, 1:33pm UTC](https://forums.unrealengine.com/t/how-can-i-get-datasmith-scene-actor/1157126 "2023-05-08T13:33:26Z")

</div>

Static mesh(yellow) is attached to Actor(blue) and it is attached to Datasmith Scene Actor(red). I can only trace static mesh actor. Is there a way to get Datasmith Scene Actor from this trace, for example to get acto…

---

## [Multiple roots found, exporting from blender](https://forums.unrealengine.com/t/multiple-roots-found-exporting-from-blender/311228)

<div class="topic-metadata">

**Author:** [@EliasPa](https://forums.unrealengine.com/u/EliasPa)\
**Replies:** 19\
**Last updated:** [February 19, 2023, 2:14am UTC](https://forums.unrealengine.com/t/multiple-roots-found-exporting-from-blender/311228 "2023-02-19T02:14:26Z")

</div>

Hi! I have made a skeleton for a mesh of mine in blender. There seems to be problem when exporting to UE4. I get an error saying there’s multiple roots but I cannot seem to understand why. Here’s a picture of my hierar…

---

## [Why is UE4 Code Project not showing sub folders created within C++ Classes Folder even though they exist?](https://forums.unrealengine.com/t/why-is-ue4-code-project-not-showing-sub-folders-created-within-c-classes-folder-even-though-they-exist/459183)

<div class="topic-metadata">

**Author:** [@gamebro2222](https://forums.unrealengine.com/u/gamebro2222)\
**Replies:** 3\
**Last updated:** [August 19, 2022, 2:44am UTC](https://forums.unrealengine.com/t/why-is-ue4-code-project-not-showing-sub-folders-created-within-c-classes-folder-even-though-they-exist/459183 "2022-08-19T02:44:40Z")

</div>

These were my steps. Created an empty code project in UDK4. The editor starts up. On the left bottom you have: If you try to right click on C++ Classes, Or select \[Add New\] while having C++ Classes highlighte…

---

## [PSIRC CYBER SPACE QUEST for ART LFT To set up few businesses+advise on aquring tech](https://forums.unrealengine.com/t/psirc-cyber-space-quest-for-art-lft-to-set-up-few-businesses-advise-on-aquring-tech/583302)

<div class="topic-metadata">

**Author:** [@PsiArc](https://forums.unrealengine.com/u/PsiArc)\
**Replies:** 0\
**Last updated:** [June 16, 2022, 11:02am UTC](https://forums.unrealengine.com/t/psirc-cyber-space-quest-for-art-lft-to-set-up-few-businesses-advise-on-aquring-tech/583302 "2022-06-16T11:02:48Z")

</div>

Quest 0 - Dive Quest 1 - Nodes for Vision Develop 3D toolkit to operate data and then render target the image to target social network. RT renders Section ID icon, user may enter personal dimension of the…

---

## [Any way to get hierarchy of Levels/Sublevels from code/blueprints?](https://forums.unrealengine.com/t/any-way-to-get-hierarchy-of-levels-sublevels-from-code-blueprints/500659)

<div class="topic-metadata">

**Author:** [@Kot\_153](https://forums.unrealengine.com/u/Kot_153)\
**Replies:** 5\
**Last updated:** [February 24, 2022, 12:25am UTC](https://forums.unrealengine.com/t/any-way-to-get-hierarchy-of-levels-sublevels-from-code-blueprints/500659 "2022-02-24T00:25:00Z")

</div>

In my level I have several folders with sublevels like: Persistent level \_Place1 \_\_\_Floor1 \_\_\_Floor2 \_Place2 \_\_\_Floor1 And for these sublevels I want to get full logical path like “Place1/Floor2”, but so far all I…

---

## [Take Function to another class](https://forums.unrealengine.com/t/take-function-to-another-class/490047)

<div class="topic-metadata">

**Author:** [@MongeRastafari](https://forums.unrealengine.com/u/MongeRastafari)\
**Replies:** 4\
**Last updated:** [October 22, 2021, 11:11am UTC](https://forums.unrealengine.com/t/take-function-to-another-class/490047 "2021-10-22T11:11:02Z")

</div>

hello guys, how can I call this restartplayer in another class? .h virtual void RestartPlayer(class AController\* NewPlayer) override; .cpp void ASCoopGameMode::RestartPlayer(class AController\* NewPlayer) { if (!bSp…

---

## [Deleted my materials & Hierarchies please help!](https://forums.unrealengine.com/t/deleted-my-materials-hierarchies-please-help/486522)

<div class="topic-metadata">

**Author:** [@Callumn1995](https://forums.unrealengine.com/u/Callumn1995)\
**Replies:** 0\
**Last updated:** [July 23, 2021, 2:12pm UTC](https://forums.unrealengine.com/t/deleted-my-materials-hierarchies-please-help/486522 "2021-07-23T14:12:05Z")

</div>

Hi guys so last night I accidently deleted all of my material instances and associated hierarchies on my project I had nearly 5 hours worth of work and would rather I didn’t do it all again. is there anyway I can recover…

---

## [Switch between montages based on selected "spell"](https://forums.unrealengine.com/t/switch-between-montages-based-on-selected-spell/483952)

<div class="topic-metadata">

**Author:** [@pargregory](https://forums.unrealengine.com/u/pargregory)\
**Replies:** 1\
**Last updated:** [May 28, 2021, 11:04am UTC](https://forums.unrealengine.com/t/switch-between-montages-based-on-selected-spell/483952 "2021-05-28T11:04:33Z")

</div>

Hello, I am working on a prototype magic system for a later project and am facing an issue I haven’t been able to resolve. To explain, I have a parent class called ‘BaseMagic’ which is an actor and contains some setters…

---

## [Keep the same hierarchy as the original cad when importing with datasmith](https://forums.unrealengine.com/t/keep-the-same-hierarchy-as-the-original-cad-when-importing-with-datasmith/483226)

<div class="topic-metadata">

**Author:** [@chismer](https://forums.unrealengine.com/u/chismer)\
**Replies:** 0\
**Last updated:** [May 11, 2021, 11:48am UTC](https://forums.unrealengine.com/t/keep-the-same-hierarchy-as-the-original-cad-when-importing-with-datasmith/483226 "2021-05-11T11:48:24Z")

</div>

When importing with datasmith the hierarchy of the cad changes, it does not maintain the same structure as my original cad and it is of utmost importance for my application to maintain the names and especially the struct…

---

## [Objects created with NewObject in Editor don't show in scene hierarchy](https://forums.unrealengine.com/t/objects-created-with-newobject-in-editor-dont-show-in-scene-hierarchy/479985)

<div class="topic-metadata">

**Author:** [@OliverNilsson](https://forums.unrealengine.com/u/OliverNilsson)\
**Replies:** 0\
**Last updated:** [March 9, 2021, 3:06pm UTC](https://forums.unrealengine.com/t/objects-created-with-newobject-in-editor-dont-show-in-scene-hierarchy/479985 "2021-03-09T15:06:34Z")

</div>

I want to be able to spawn in an amount of objects in the Editor, I wrote this code: #if WITH\_EDITOR void AMyActor::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { for (int i = components.Num(); i…

---

## [Who is the best parent class for non scene objects?](https://forums.unrealengine.com/t/who-is-the-best-parent-class-for-non-scene-objects/473422)

<div class="topic-metadata">

**Author:** [@indicogames](https://forums.unrealengine.com/u/indicogames)\
**Replies:** 0\
**Last updated:** [October 24, 2020, 3:32pm UTC](https://forums.unrealengine.com/t/who-is-the-best-parent-class-for-non-scene-objects/473422 "2020-10-24T15:32:28Z")

</div>

My architecture is becoming more complex. I want to understand which structure suits me best. I add most of the functionality through components. For each function, for example, for transforming a group of objects, I hav…

---

## [Object hierarchy ignored in animation](https://forums.unrealengine.com/t/object-hierarchy-ignored-in-animation/466262)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_95137e70](https://forums.unrealengine.com/u/anonymous_user_95137e70)\
**Replies:** 0\
**Last updated:** [June 4, 2020, 11:12pm UTC](https://forums.unrealengine.com/t/object-hierarchy-ignored-in-animation/466262 "2020-06-04T23:12:58Z")

</div>

I’ve FBX imported the pieces of my aircraft model into Unreal and rebuilt its hierarchy successfully within the program. This “build” hierarchy consists of individual components of the aircraft that will animate independ…

---

## [Making UMG to filter through actors containing specific "Gameplay Tags"](https://forums.unrealengine.com/t/making-umg-to-filter-through-actors-containing-specific-gameplay-tags/458486)

<div class="topic-metadata">

**Author:** [@Nobel](https://forums.unrealengine.com/u/Nobel)\
**Replies:** 1\
**Last updated:** [November 16, 2019, 6:27am UTC](https://forums.unrealengine.com/t/making-umg-to-filter-through-actors-containing-specific-gameplay-tags/458486 "2019-11-16T06:27:23Z")

</div>

Hello Everyone, I’m trying to build a UMG Filtration system through Comboboxes that build with a hierarchical system (Region\>\>City\>\>Dynasty\>\>Building Type\>\>Building Component\>\> Building Element) which means when a user…

---

## [Cinema 4D melange to Unreal Datasmith: missing hierarchy and objects](https://forums.unrealengine.com/t/cinema-4d-melange-to-unreal-datasmith-missing-hierarchy-and-objects/455428)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_624fd4c4](https://forums.unrealengine.com/u/anonymous_user_624fd4c4)\
**Replies:** 1\
**Last updated:** [September 17, 2019, 7:20pm UTC](https://forums.unrealengine.com/t/cinema-4d-melange-to-unreal-datasmith-missing-hierarchy-and-objects/455428 "2019-09-17T19:20:45Z")

</div>

When exporting from Cinema 4D R20 (“Save project for Melange”) to Unreal 4.23.0 through Datasmith (4.23.0), objects are missing in Unreal (both in “World Oultiner” and “Geometries” sub folder). After many attempts with d…

---

## [How to show the parent widget hierarchy in child widget?](https://forums.unrealengine.com/t/how-to-show-the-parent-widget-hierarchy-in-child-widget/447442)

<div class="topic-metadata">

**Author:** [@YtoJ](https://forums.unrealengine.com/u/YtoJ)\
**Replies:** 0\
**Last updated:** [April 18, 2019, 2:08pm UTC](https://forums.unrealengine.com/t/how-to-show-the-parent-widget-hierarchy-in-child-widget/447442 "2019-04-18T14:08:26Z")

</div>

I had derived a widget from a base user widget.Then I add a new Button on the derived widget,but it no working any way.The compile result showed that we can’t have another widget hierarchy in derived widget.If we only…

---

## [How exactly do variables between instances work?](https://forums.unrealengine.com/t/how-exactly-do-variables-between-instances-work/447253)

<div class="topic-metadata">

**Author:** [@Tellek](https://forums.unrealengine.com/u/Tellek)\
**Replies:** 2\
**Last updated:** [April 15, 2019, 3:45am UTC](https://forums.unrealengine.com/t/how-exactly-do-variables-between-instances-work/447253 "2019-04-15T03:45:17Z")

</div>

So I have and actor named “Interactable\_Base” then I have a child of that actor name “Pickup\_Base” finally I have a child of that named “Silver\_Currency” Interactable\_Base\> Pickup\_Base \> Silver\_Currency Interactable\_Ba…

---

## [Cannot overwrite variables from parent class](https://forums.unrealengine.com/t/cannot-overwrite-variables-from-parent-class/445544)

<div class="topic-metadata">

**Author:** [@Skycert](https://forums.unrealengine.com/u/Skycert)\
**Replies:** 2\
**Last updated:** [March 19, 2019, 8:00pm UTC](https://forums.unrealengine.com/t/cannot-overwrite-variables-from-parent-class/445544 "2019-03-19T20:00:58Z")

</div>

So, the objective here is to make a weapons system. I start with the parent class: an abstract weapon blueprint which defines what things are going to have all weapons (model, collision, animation, maxAmmo…). Then right…

---

## [Best implementation of motion controllers](https://forums.unrealengine.com/t/best-implementation-of-motion-controllers/437226)

<div class="topic-metadata">

**Author:** [@SutleB](https://forums.unrealengine.com/u/SutleB)\
**Replies:** 0\
**Last updated:** [November 7, 2018, 11:42pm UTC](https://forums.unrealengine.com/t/best-implementation-of-motion-controllers/437226 "2018-11-07T23:42:46Z")

</div>

I’ve been watching tons of tutorials to try and get started making a VR game, but there seems to be two common methods for implementing motion controllers. Adding them as components in the default pawn class (The way d…

---

## [How to change root component of ACharacter?](https://forums.unrealengine.com/t/how-to-change-root-component-of-acharacter/329839)

<div class="topic-metadata">

**Author:** [@broly](https://forums.unrealengine.com/u/broly)\
**Replies:** 2\
**Last updated:** [October 5, 2018, 4:23pm UTC](https://forums.unrealengine.com/t/how-to-change-root-component-of-acharacter/329839 "2018-10-05T16:23:59Z")

</div>

The object inherited through: ACharacter (C++) → AMyObject (C++) → AMyObject\_BP (Blueprint) I want to change root component from CapsuleComponent to BoxComponent. My character is a flying vehicle. What can I do with it? …

---

## [Trying to change variable in parent from child actor, not working](https://forums.unrealengine.com/t/trying-to-change-variable-in-parent-from-child-actor-not-working/424260)

<div class="topic-metadata">

**Author:** [@Tyguy717](https://forums.unrealengine.com/u/Tyguy717)\
**Replies:** 5\
**Last updated:** [May 3, 2018, 5:44pm UTC](https://forums.unrealengine.com/t/trying-to-change-variable-in-parent-from-child-actor-not-working/424260 "2018-05-03T17:44:17Z")

</div>

You’re setting the value properly, but I’m guessing that the return from your Fire function is the problem. Can you send a screenshot of the function blueprint?

[Next page](https://forums.unrealengine.com/tag/hierarchy/993.md?match_all_tags=true&page=1&tags%5B%5D=hierarchy)
