# \#macro-library

**URL:** https://forums.unrealengine.com/tag/macro-library/5304.md

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## [Macro Library: Can't reparent Macro Library with "Object" class](https://forums.unrealengine.com/t/macro-library-cant-reparent-macro-library-with-object-class/324817)

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**Author:** [@JoystickMonkey](https://forums.unrealengine.com/u/JoystickMonkey)\
**Replies:** 14\
**Last updated:** [May 12, 2026, 12:34am UTC](https://forums.unrealengine.com/t/macro-library-cant-reparent-macro-library-with-object-class/324817 "2026-05-12T00:34:06Z")

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If you make a macro library using Actor as Parent Class, and then try to change Parent Class to Object in Class Settings, search field only finds OnlineBeaconHostObject.

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## [Custom Macro Library from within Widget](https://forums.unrealengine.com/t/custom-macro-library-from-within-widget/317195)

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**Author:** [@Otreum](https://forums.unrealengine.com/u/Otreum)\
**Replies:** 9\
**Last updated:** [June 6, 2025, 4:55pm UTC](https://forums.unrealengine.com/t/custom-macro-library-from-within-widget/317195 "2025-06-06T16:55:24Z")

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This is a straight forward one really. I can’t seem to call a function from my custom macro library from within a widget blueprint. I can call the functions from other blueprints, but just not the widget blueprint. Is…

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## [Using blueprint macro library causes crash](https://forums.unrealengine.com/t/using-blueprint-macro-library-causes-crash/300000)

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**Author:** [@Nevermind\_1](https://forums.unrealengine.com/u/Nevermind_1)\
**Replies:** 16\
**Last updated:** [May 26, 2025, 7:52pm UTC](https://forums.unrealengine.com/t/using-blueprint-macro-library-causes-crash/300000 "2025-05-26T19:52:42Z")

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Here’s a link to project with reproducing bug: https://dl.dropboxusercontent.com/u/3440976/TestMacroProject. On an empty project, you can do this to reproduce: Create a blueprint (I’ve used Player Controller) with a …

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## [Can't get widget reference out of macro component](https://forums.unrealengine.com/t/cant-get-widget-reference-out-of-macro-component/2280475)

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**Author:** [@Lhydroza](https://forums.unrealengine.com/u/Lhydroza)\
**Replies:** 0\
**Last updated:** [January 16, 2025, 3:21pm UTC](https://forums.unrealengine.com/t/cant-get-widget-reference-out-of-macro-component/2280475 "2025-01-16T15:21:11Z")

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Hello everyone, Here is my issue, i am trying to get a widget reference out to display a UI “Interract” on the screen. The issue is nothing get out of my loop, and it always end up failing whenever i put in the “Widget…

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## [Empty Value Text in Macros](https://forums.unrealengine.com/t/empty-value-text-in-macros/2005729)

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**Author:** [@Weitagon](https://forums.unrealengine.com/u/Weitagon)\
**Replies:** 3\
**Last updated:** [September 5, 2024, 6:03pm UTC](https://forums.unrealengine.com/t/empty-value-text-in-macros/2005729 "2024-09-05T18:03:28Z")

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Hello, Could someone tell me what is going wrong here? I’m trying to make a quick macro in my macro library for my actors to use that can take text and output the correct format. Only my macro library seems to really be…

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## [Moving Macro from one library to another](https://forums.unrealengine.com/t/moving-macro-from-one-library-to-another/786666)

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**Author:** [@sweeetjd](https://forums.unrealengine.com/u/sweeetjd)\
**Replies:** 0\
**Last updated:** [March 8, 2023, 9:14pm UTC](https://forums.unrealengine.com/t/moving-macro-from-one-library-to-another/786666 "2023-03-08T21:14:50Z")

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I have some macros in my project that were created a long time ago, and some that were added to the engine’s Standard Macros library. Some of these libraries should be consolidated, and since the project is being used on…

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## [Add a macro for merging/redirecting multiple input execs to one output](https://forums.unrealengine.com/t/add-a-macro-for-merging-redirecting-multiple-input-execs-to-one-output/418950)

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**Author:** [@anonymous\_user\_04f32a061](https://forums.unrealengine.com/u/anonymous_user_04f32a061)\
**Replies:** 1\
**Last updated:** [February 9, 2023, 9:51pm UTC](https://forums.unrealengine.com/t/add-a-macro-for-merging-redirecting-multiple-input-execs-to-one-output/418950 "2023-02-09T21:51:36Z")

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I stumble several times over an interesting situations, most of you will know: different events require very similiar handling. A common problem would be an increment/decrement combination, e. g. the click events of a p…

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## [How to play montage inside a macro?](https://forums.unrealengine.com/t/how-to-play-montage-inside-a-macro/744369)

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**Author:** [@Hector-c5](https://forums.unrealengine.com/u/Hector-c5)\
**Replies:** 1\
**Last updated:** [January 7, 2023, 8:31pm UTC](https://forums.unrealengine.com/t/how-to-play-montage-inside-a-macro/744369 "2023-01-07T20:31:39Z")

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How can I use the “Play montage” node inside a Macro Library? I can use the “play anim montage” but I need the first one because I want to use notifications I don’t know if it can’t be done or I’m doing something wrong …

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## [How to create Macros for Material Functions?](https://forums.unrealengine.com/t/how-to-create-macros-for-material-functions/481471)

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**Author:** [@Syrill](https://forums.unrealengine.com/u/Syrill)\
**Replies:** 4\
**Last updated:** [April 6, 2021, 2:11pm UTC](https://forums.unrealengine.com/t/how-to-create-macros-for-material-functions/481471 "2021-04-06T14:11:31Z")

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I wanted to create a macro for a material function, but it seems not possible to call the macro (library) from within a material function. Is there some tutorial available or is this just not possible? Thank you in adva…

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## [Delay in Macro Library (Task Owner)?](https://forums.unrealengine.com/t/delay-in-macro-library-task-owner/404040)

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**Author:** [@TooDear](https://forums.unrealengine.com/u/TooDear)\
**Replies:** 2\
**Last updated:** [February 19, 2021, 5:01am UTC](https://forums.unrealengine.com/t/delay-in-macro-library-task-owner/404040 "2021-02-19T05:01:15Z")

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In short, I creted a Macro Library with one macro in it. Its called Delay\_Macro. When I try to use it the compiler reports an error that I can not solve… I have no idea what a Task Owner is. Help pls!?!?! Tnx

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## [Call load/unload stream level in a macro library with a uobject as base?](https://forums.unrealengine.com/t/call-load-unload-stream-level-in-a-macro-library-with-a-uobject-as-base/473965)

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**Author:** [@zSSkitzz](https://forums.unrealengine.com/u/zSSkitzz)\
**Replies:** 1\
**Last updated:** [November 4, 2020, 10:23pm UTC](https://forums.unrealengine.com/t/call-load-unload-stream-level-in-a-macro-library-with-a-uobject-as-base/473965 "2020-11-04T22:23:48Z")

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Hello! I find myself in need to call the load or unload stream level functions in a bp macro library. I also want to be able to call this macro from anywhere so I used the uobject class as the base. Another thing to ment…

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## [Event Dispatcher can't be called from child macro BP 4.23.1](https://forums.unrealengine.com/t/event-dispatcher-cant-be-called-from-child-macro-bp-4-23-1/457523)

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**Author:** [@KonsXeni](https://forums.unrealengine.com/u/KonsXeni)\
**Replies:** 3\
**Last updated:** [November 5, 2019, 12:35pm UTC](https://forums.unrealengine.com/t/event-dispatcher-cant-be-called-from-child-macro-bp-4-23-1/457523 "2019-11-05T12:35:44Z")

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In v4.20 of the engine, it worked. As also seen more clearly on the image, I am not able to call the parent’s dispatch from the child. The parent is a widget and the child a macro library created for that BPW. While w…

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## [Best practice on creating a re-usable widget+event dispatchers](https://forums.unrealengine.com/t/best-practice-on-creating-a-re-usable-widget-event-dispatchers/456825)

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**Author:** [@Flame](https://forums.unrealengine.com/u/Flame)\
**Replies:** 2\
**Last updated:** [October 12, 2019, 5:37pm UTC](https://forums.unrealengine.com/t/best-practice-on-creating-a-re-usable-widget-event-dispatchers/456825 "2019-10-12T17:37:50Z")

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Hi, so I’m trying to create a widget prompt that appears once its called from an actor and gives you a multiple choice. Those two choices will exec 2 different custom events. I am using event dispatchers from the buttons…

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## [4.7 preview 3 - Delay not available in standard macros](https://forums.unrealengine.com/t/4-7-preview-3-delay-not-available-in-standard-macros/303896)

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**Author:** [@RumbleMonk](https://forums.unrealengine.com/u/RumbleMonk)\
**Replies:** 17\
**Last updated:** [May 28, 2019, 6:14am UTC](https://forums.unrealengine.com/t/4-7-preview-3-delay-not-available-in-standard-macros/303896 "2019-05-28T06:14:15Z")

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I can’t add a delay into the standard macros anymore in 4.7 preview 3. Is this a new change? I see no mention of it in the release notes, and it can be added just fine in a BP macro. Thanks!

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## [Why are Include/Exclude commands not available in VS?](https://forums.unrealengine.com/t/why-are-include-exclude-commands-not-available-in-vs/448711)

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**Author:** [@Jahn.Justin](https://forums.unrealengine.com/u/Jahn.Justin)\
**Replies:** 1\
**Last updated:** [May 9, 2019, 11:47pm UTC](https://forums.unrealengine.com/t/why-are-include-exclude-commands-not-available-in-vs/448711 "2019-05-09T23:47:30Z")

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Why are Include/Exclude commands not available in VS for UE4 project development? Normally I right click on files and include and exclude as I desire, but in UE4 project I have to create preprocessor macros and possibly…

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## [What is the level blueprint parent class?](https://forums.unrealengine.com/t/what-is-the-level-blueprint-parent-class/442995)

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**Author:** [@Blucifer](https://forums.unrealengine.com/u/Blucifer)\
**Replies:** 2\
**Last updated:** [February 9, 2019, 5:45pm UTC](https://forums.unrealengine.com/t/what-is-the-level-blueprint-parent-class/442995 "2019-02-09T17:45:18Z")

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I wanna to use a macro from a blueprint macro library inside a level blueprint, so I create a blueprint macro library using Object as parent class (based on this Answer hub post), the problem is, I can’t call this macro …

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## [\[BUG\] Blueprint macro library does not update macros](https://forums.unrealengine.com/t/bug-blueprint-macro-library-does-not-update-macros/370196)

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**Author:** [@Gaidline](https://forums.unrealengine.com/u/Gaidline)\
**Replies:** 2\
**Last updated:** [October 5, 2018, 1:27am UTC](https://forums.unrealengine.com/t/bug-blueprint-macro-library-does-not-update-macros/370196 "2018-10-05T01:27:06Z")

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Blueprint macro library does not see my changes in macros graphs. My changes have to effect: you can see in the picture that wrong node was executed. The “Compile” button is disabled so I can not update the macro by myse…

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## [Macro Library からの Add Component について](https://forums.unrealengine.com/t/macro-library-add-component/408549)

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**Author:** [@fluflu111](https://forums.unrealengine.com/u/fluflu111)\
**Replies:** 2\
**Last updated:** [November 4, 2017, 1:58am UTC](https://forums.unrealengine.com/t/macro-library-add-component/408549 "2017-11-04T01:58:53Z")

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Blueprint Macro LibraryからのAdd Static Mesh Componentについて質問させていただきたいです。 私は今、Macro Library 上(親クラスはActor)でこのようなマクロを作成しました。 "スタティックメッシュコンポーネントを追加"ノードでは、Static Meshに"1M\_Cube"を指定しています。 また、マテリアルは"CubeMaterial"となっており、その他の項目…

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## [\[4.17.2\] World Context Invalid in Blueprint Function Library](https://forums.unrealengine.com/t/4-17-2-world-context-invalid-in-blueprint-function-library/404048)

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**Author:** [@CyanBalloon](https://forums.unrealengine.com/u/CyanBalloon)\
**Replies:** 11\
**Last updated:** [September 14, 2017, 12:56pm UTC](https://forums.unrealengine.com/t/4-17-2-world-context-invalid-in-blueprint-function-library/404048 "2017-09-14T12:56:33Z")

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Hi. I’ve just converted my project from 4.15 and I’ve got a somewhat annoying problem. As the title says, I can’t access any Gameplay Statics (game instance, character players, etc.) from global functions. It returns nu…

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## [\[Bug Report\] ForEachLoop can't read from an array of wildcards inside a macro library!!](https://forums.unrealengine.com/t/bug-report-foreachloop-cant-read-from-an-array-of-wildcards-inside-a-macro-library/395120)

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**Author:** [@navid100](https://forums.unrealengine.com/u/navid100)\
**Replies:** 3\
**Last updated:** [May 31, 2017, 3:02pm UTC](https://forums.unrealengine.com/t/bug-report-foreachloop-cant-read-from-an-array-of-wildcards-inside-a-macro-library/395120 "2017-05-31T15:02:14Z")

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Hi guys. I have created a macro library and put a ‘For Each Loop’ inside it. Then When I create an array of wildcards for the input of my macro library and plug it into the array pin of the loop, I noticed that ‘For Eac…

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## [Is not possible to call a macro library from its parent class?](https://forums.unrealengine.com/t/is-not-possible-to-call-a-macro-library-from-its-parent-class/393738)

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**Author:** [@Cucharon](https://forums.unrealengine.com/u/Cucharon)\
**Replies:** 0\
**Last updated:** [May 16, 2017, 9:04am UTC](https://forums.unrealengine.com/t/is-not-possible-to-call-a-macro-library-from-its-parent-class/393738 "2017-05-16T09:04:52Z")

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I created a blueprint named “A” I created a blueprint named “B” that inherits from “A” I created a Macro Library that inherits from “A”, named “MA” I can’t use macros from “MA” inside “A” I can use macros from “MA” i…

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## [Macro need force compile?](https://forums.unrealengine.com/t/macro-need-force-compile/391129)

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**Author:** [@anonymous\_user\_108e793a](https://forums.unrealengine.com/u/anonymous_user_108e793a)\
**Replies:** 0\
**Last updated:** [April 17, 2017, 2:17pm UTC](https://forums.unrealengine.com/t/macro-need-force-compile/391129 "2017-04-17T14:17:01Z")

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Hi, I am not sure if it s an issue, or I am doing something wrong. But I created a macro to get multiple actor from class at once. Inputs are only exec, output is a list of actor reference(each output variables setup f…

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## [Blueprint macro libraries referencing C++ functions cause 'Graph is Linked to External Object' error on hot reload](https://forums.unrealengine.com/t/blueprint-macro-libraries-referencing-c-functions-cause-graph-is-linked-to-external-object-error-on-hot-reload/382163)

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**Author:** [@rpav](https://forums.unrealengine.com/u/rpav)\
**Replies:** 4\
**Last updated:** [January 19, 2017, 6:50pm UTC](https://forums.unrealengine.com/t/blueprint-macro-libraries-referencing-c-functions-cause-graph-is-linked-to-external-object-error-on-hot-reload/382163 "2017-01-19T18:50:33Z")

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If I have a UFUNCTION that is referenced by a macro library, when hot-reloaded, this leads to a ‘Graph is Linked to External Object’ error when trying to save any blueprint that uses said macro. Doing “File → Refresh Al…

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## [Why can't I call Macro of Macro library in custom class?](https://forums.unrealengine.com/t/why-cant-i-call-macro-of-macro-library-in-custom-class/378320)

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**Author:** [@anonymous\_user\_ca1a5cc2](https://forums.unrealengine.com/u/anonymous_user_ca1a5cc2)\
**Replies:** 0\
**Last updated:** [December 5, 2016, 12:45am UTC](https://forums.unrealengine.com/t/why-cant-i-call-macro-of-macro-library-in-custom-class/378320 "2016-12-05T00:45:51Z")

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I created ‘A’ class, and I created Macro Library setting that parent class is ‘A’ class. And I tried to use macro from that created Macro Library in ‘A’ class’ EventGraph. but, I couldn’t use that macro. I can only use…

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## [Editor crashing after changes in macro within MacroLibrary](https://forums.unrealengine.com/t/editor-crashing-after-changes-in-macro-within-macrolibrary/376526)

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**Author:** [@Gomo](https://forums.unrealengine.com/u/Gomo)\
**Replies:** 2\
**Last updated:** [November 16, 2016, 9:40pm UTC](https://forums.unrealengine.com/t/editor-crashing-after-changes-in-macro-within-macrolibrary/376526 "2016-11-16T21:40:01Z")

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I use ABP based Macro library. There is a macro used for tracing IK - I use it in several ABPs. But crash is caused only when I try to open Character derived BP (not ABP itself) of certain BP (other derived from the sa…

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## [Create a debug print that can be turned on and off based on debug level and blueprint class](https://forums.unrealengine.com/t/create-a-debug-print-that-can-be-turned-on-and-off-based-on-debug-level-and-blueprint-class/370230)

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**Author:** [@adamoverton](https://forums.unrealengine.com/u/adamoverton)\
**Replies:** 0\
**Last updated:** [September 12, 2016, 6:35pm UTC](https://forums.unrealengine.com/t/create-a-debug-print-that-can-be-turned-on-and-off-based-on-debug-level-and-blueprint-class/370230 "2016-09-12T18:35:10Z")

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In a previous programming job, we had a very useful debug print system that would allow you to put debug print at levels DEBUG, INFO, WARN, ERROR. You could then at run time change your logging level to control how much …

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## [Spawn actor from class in Blueprint Macro Library](https://forums.unrealengine.com/t/spawn-actor-from-class-in-blueprint-macro-library/364481)

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**Author:** [@anonymous\_user\_476d47e51](https://forums.unrealengine.com/u/anonymous_user_476d47e51)\
**Replies:** 5\
**Last updated:** [July 19, 2016, 7:07pm UTC](https://forums.unrealengine.com/t/spawn-actor-from-class-in-blueprint-macro-library/364481 "2016-07-19T19:07:38Z")

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Hi, I just noticed that I can not create anymore the node " Spawn Actor from Class" in a Blueprint Macro Library. However, I can still duplicate my existing Macro functions that contained this node … and edit it. Is i…

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## [Macro Library attempts to "recompile" at every startup](https://forums.unrealengine.com/t/macro-library-attempts-to-recompile-at-every-startup/357056)

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**Author:** [@aureon](https://forums.unrealengine.com/u/aureon)\
**Replies:** 4\
**Last updated:** [June 2, 2016, 12:02am UTC](https://forums.unrealengine.com/t/macro-library-attempts-to-recompile-at-every-startup/357056 "2016-06-02T00:02:27Z")

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Once per editor session, on the first play attempt, a macro library will attempt to recompile: http://puu.sh/oNnGc/e4fb152e54.jpg http://puu.sh/oNpTB/ff56e71503.png The recompile takes upwards of five minutes - it’s p…

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## [\[4.10.4\] Blueprint struct input pin recombines in macro every editor start. (can cause editor crash)](https://forums.unrealengine.com/t/4-10-4-blueprint-struct-input-pin-recombines-in-macro-every-editor-start-can-cause-editor-crash/349346)

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**Author:** [@Marooney](https://forums.unrealengine.com/u/Marooney)\
**Replies:** 1\
**Last updated:** [March 3, 2016, 7:39pm UTC](https://forums.unrealengine.com/t/4-10-4-blueprint-struct-input-pin-recombines-in-macro-every-editor-start-can-cause-editor-crash/349346 "2016-03-03T19:39:41Z")

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Hi there. I got some macros in my Object Macro Library with two input pins of a custom blueprint struct. I just realized that the input pins recombine (cutting wires) after editor restart (not just re-opening window). …

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## [Wildcard array in macro causes building failure even though it was confirmed as having been fixed in UE 4.10.1](https://forums.unrealengine.com/t/wildcard-array-in-macro-causes-building-failure-even-though-it-was-confirmed-as-having-been-fixed-in-ue-4-10-1/342122)

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**Author:** [@anonymous\_user\_afa984b3](https://forums.unrealengine.com/u/anonymous_user_afa984b3)\
**Replies:** 3\
**Last updated:** [February 4, 2016, 11:45am UTC](https://forums.unrealengine.com/t/wildcard-array-in-macro-causes-building-failure-even-though-it-was-confirmed-as-having-been-fixed-in-ue-4-10-1/342122 "2016-02-04T11:45:41Z")

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Hey everyone, So I ran into this problem outlined here: \[Wildcard array in macro makes project unable to package - Programming & Scripting - Epic Developer Community Forums\]\[1\] A few comments down it was confirmed as …

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