# \#nodes

**URL:** https://forums.unrealengine.com/tag/nodes/152.md

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

---

## [Is there any way to get copy to clipboard functionality in blueprints](https://forums.unrealengine.com/t/is-there-any-way-to-get-copy-to-clipboard-functionality-in-blueprints/1552692)

<div class="topic-metadata">

**Author:** [@Player\_003](https://forums.unrealengine.com/u/Player_003)\
**Replies:** 1\
**Last updated:** [October 18, 2026, 8:39am UTC](https://forums.unrealengine.com/t/is-there-any-way-to-get-copy-to-clipboard-functionality-in-blueprints/1552692 "2026-10-18T08:39:43Z")

</div>

I was look for an hour and couldn’t find anything than i tried make ChatGPT make me custom node for it in C++ but he is retarded so node doesn’t appear to be in the list

---

## [\[UNOFFICIAL Tool\] NodeRC – Node-Based Visual Editor for RealityCapture CLI / RealityScan](https://forums.unrealengine.com/t/unofficial-tool-noderc-node-based-visual-editor-for-realitycapture-cli-realityscan/2731598)

<div class="topic-metadata">

**Author:** [@Topl1nk](https://forums.unrealengine.com/u/Topl1nk)\
**Replies:** 0\
**Last updated:** [June 26, 2026, 9:27am UTC](https://forums.unrealengine.com/t/unofficial-tool-noderc-node-based-visual-editor-for-realitycapture-cli-realityscan/2731598 "2026-06-26T09:27:11Z")

</div>

Hi everyone! I wanted to share a project I’ve recently started working on. As someone who uses RealityCapture and automated CLI workflows, I always felt that managing complex CLI scripts can get messy. To solve this, I…

---

## [Find Collision UV node doesn't work](https://forums.unrealengine.com/t/find-collision-uv-node-doesnt-work/370796)

<div class="topic-metadata">

**Author:** [@Nox\_A15](https://forums.unrealengine.com/u/Nox_A15)\
**Replies:** 20\
**Last updated:** [February 24, 2026, 11:23pm UTC](https://forums.unrealengine.com/t/find-collision-uv-node-doesnt-work/370796 "2026-02-24T23:23:36Z")

</div>

Hello, I think I’ve done everything as described in the release notes - “Support UV From Hit Results” is set in Project Settings. I use LineTraceByChannel to get Hit Result Structure. The hit is registered, but UV vecto…

---

## [What is Material Sample Node?](https://forums.unrealengine.com/t/what-is-material-sample-node/2649979)

<div class="topic-metadata">

**Author:** [@Extrahdmi](https://forums.unrealengine.com/u/Extrahdmi)\
**Replies:** 1\
**Last updated:** [January 26, 2026, 5:41am UTC](https://forums.unrealengine.com/t/what-is-material-sample-node/2649979 "2026-01-26T05:41:09Z")

</div>

I found this node when I was trying to figure out how to get parameters from other materials within the material editor. It seems possible to directly reference materials, but I can’t find any information on how to use …

---

## [Easy replace swap node with a shortcut please ! Material Editor and Blueprint](https://forums.unrealengine.com/t/easy-replace-swap-node-with-a-shortcut-please-material-editor-and-blueprint/2512054)

<div class="topic-metadata">

**Author:** [@Akireda](https://forums.unrealengine.com/u/Akireda)\
**Replies:** 1\
**Last updated:** [November 21, 2025, 7:27pm UTC](https://forums.unrealengine.com/t/easy-replace-swap-node-with-a-shortcut-please-material-editor-and-blueprint/2512054 "2025-11-21T19:27:16Z")

</div>

Hello Unreal Devs, thank you for your amazing work, it’s more and more pleasant working on Unreal ! So thank you for your hard work ! I have one request please !! Could we have nativly the possibility to replace 2 diff…

---

## [MH Groom Builder hair thickness problem ](https://forums.unrealengine.com/t/mh-groom-builder-hair-thickness-problem/2644729)

<div class="topic-metadata">

**Author:** [@AlexanderNag](https://forums.unrealengine.com/u/AlexanderNag)\
**Replies:** 3\
**Last updated:** [October 2, 2025, 6:15am UTC](https://forums.unrealengine.com/t/mh-groom-builder-hair-thickness-problem/2644729 "2025-10-02T06:15:19Z")

</div>

Summary The width of hair created in MH Groom Builder varies depending on the viewing angle. Please select what you are reporting on: Creative What Type of Bug are you experiencing? UI/Tools Steps to Reproduce Create…

---

## [Request (suggestion) - Add node support to the GUI](https://forums.unrealengine.com/t/request-suggestion-add-node-support-to-the-gui/2642983)

<div class="topic-metadata">

**Author:** [@PLAN8.EARTH](https://forums.unrealengine.com/u/PLAN8.EARTH)\
**Replies:** 1\
**Last updated:** [August 18, 2025, 6:47am UTC](https://forums.unrealengine.com/t/request-suggestion-add-node-support-to-the-gui/2642983 "2025-08-18T06:47:06Z")

</div>

Hi, I would like to see a native node capability in the RealtyScan desktop GUI. I see you can access a node using CLI, but for those of us who don’t enjoy having to write code and command lines, I think it would be a gr…

---

## [Chaos Vehicle Movement Node Mismatch: Why can’t ‘Set Drive Torque’ connect to my VehicleMovementComp in UE5?](https://forums.unrealengine.com/t/chaos-vehicle-movement-node-mismatch-why-can-t-set-drive-torque-connect-to-my-vehiclemovementcomp-in-ue5/2350913)

<div class="topic-metadata">

**Author:** [@boman\_bamallam](https://forums.unrealengine.com/u/boman_bamallam)\
**Replies:** 2\
**Last updated:** [July 2, 2025, 2:38pm UTC](https://forums.unrealengine.com/t/chaos-vehicle-movement-node-mismatch-why-can-t-set-drive-torque-connect-to-my-vehiclemovementcomp-in-ue5/2350913 "2025-07-02T14:38:37Z")

</div>

I’m using UE5’s Chaos vehicle system and getting an error that the “Set Drive Torque” node can’t connect to my Vehicle Movement Component, even though the Blueprint Component Class calls it a “ChaosWheeledVehicleMovement…

---

## [Component Activation functionality](https://forums.unrealengine.com/t/component-activation-functionality/301103)

<div class="topic-metadata">

**Author:** [@Tone](https://forums.unrealengine.com/u/Tone)\
**Replies:** 7\
**Last updated:** [May 13, 2025, 8:54pm UTC](https://forums.unrealengine.com/t/component-activation-functionality/301103 "2025-05-13T20:54:14Z")

</div>

So I’ve been trying to use the set Active, toggle Active and Deactivate nodes under the components menu and i cant see to get ANY results from it. At first i thought it was to make an object active meaning player input …

---

## [BaseColor as Surface ](https://forums.unrealengine.com/t/basecolor-as-surface/2481647)

<div class="topic-metadata">

**Author:** [@alluchaaa](https://forums.unrealengine.com/u/alluchaaa)\
**Replies:** 0\
**Last updated:** [April 29, 2025, 5:37pm UTC](https://forums.unrealengine.com/t/basecolor-as-surface/2481647 "2025-04-29T17:37:03Z")

</div>

hi! i’m new to ue, can you help me do this material from blender?

---

## [Material graph nodes' ui blended up ](https://forums.unrealengine.com/t/material-graph-nodes-ui-blended-up/2384195)

<div class="topic-metadata">

**Author:** [@Serhii\_Y](https://forums.unrealengine.com/u/Serhii_Y)\
**Replies:** 0\
**Last updated:** [March 10, 2025, 11:28pm UTC](https://forums.unrealengine.com/t/material-graph-nodes-ui-blended-up/2384195 "2025-03-10T23:28:30Z")

</div>

My material graph ui is broken. Nodes contents are blended, seems they have incorrect z-index or transparent background. Is it possible to configure this, or what is the issue? Nothing found in google about such is…

---

## [Blueprint Node Request: Bool Changed](https://forums.unrealengine.com/t/blueprint-node-request-bool-changed/2377959)

<div class="topic-metadata">

**Author:** [@Perfect\_Human\_Interface](https://forums.unrealengine.com/u/Perfect_Human_Interface)\
**Replies:** 1\
**Last updated:** [March 6, 2025, 5:46pm UTC](https://forums.unrealengine.com/t/blueprint-node-request-bool-changed/2377959 "2025-03-06T17:46:47Z")

</div>

I’d like to suggest a “Bool Changed” node that checks if the input bool has changed its value since the last time the node was executed, and if so it will output an exec tick (once, until the next change). It could look…

---

## [Does having unconnected nodes in a Blueprint affect performance?](https://forums.unrealengine.com/t/does-having-unconnected-nodes-in-a-blueprint-affect-performance/313575)

<div class="topic-metadata">

**Author:** [@Dark\_Acre\_Jack](https://forums.unrealengine.com/u/Dark_Acre_Jack)\
**Replies:** 4\
**Last updated:** [January 19, 2025, 3:06am UTC](https://forums.unrealengine.com/t/does-having-unconnected-nodes-in-a-blueprint-affect-performance/313575 "2025-01-19T03:06:46Z")

</div>

I’ve done some very limited testing, as I haven’t really ramped up to super-complex BPs yet, & I’m not noticing a hit when I have big disconnected node graphs in running BPs. I wonder if anyone with more experience than …

---

## [Inversion of an object's (door's) rotation along the Z-axis in Blueprint](https://forums.unrealengine.com/t/inversion-of-an-objects-doors-rotation-along-the-z-axis-in-blueprint/2270102)

<div class="topic-metadata">

**Author:** [@Jacob.Gordan](https://forums.unrealengine.com/u/Jacob.Gordan)\
**Replies:** 3\
**Last updated:** [January 11, 2025, 8:06am UTC](https://forums.unrealengine.com/t/inversion-of-an-objects-doors-rotation-along-the-z-axis-in-blueprint/2270102 "2025-01-11T08:06:13Z")

</div>

I have a Blueprint where a Line Trace for Objects applies to all actors in the Blueprint, allowing interaction with them. I encountered a problem when creating a cabinet with two doors that open in opposite directions: o…

---

## [Child actor component visibility setting is delayed](https://forums.unrealengine.com/t/child-actor-component-visibility-setting-is-delayed/2079729)

<div class="topic-metadata">

**Author:** [@turbotanaka](https://forums.unrealengine.com/u/turbotanaka)\
**Replies:** 2\
**Last updated:** [October 22, 2024, 8:26am UTC](https://forums.unrealengine.com/t/child-actor-component-visibility-setting-is-delayed/2079729 "2024-10-22T08:26:51Z")

</div>

Of the nodes used within the event, only the component visibility change node is slow to respond. It’s unresponsive the first few times, then completely stops working after visibility is changed. The other nodes are wo…

---

## [Get Physics Angular/Linear Velocity nodes don't work for Bones in UE5.4](https://forums.unrealengine.com/t/get-physics-angular-linear-velocity-nodes-dont-work-for-bones-in-ue5-4/1820845)

<div class="topic-metadata">

**Author:** [@lyoshko](https://forums.unrealengine.com/u/lyoshko)\
**Replies:** 15\
**Last updated:** [October 14, 2024, 1:49pm UTC](https://forums.unrealengine.com/t/get-physics-angular-linear-velocity-nodes-dont-work-for-bones-in-ue5-4/1820845 "2024-10-14T13:49:41Z")

</div>

These nodes Get Physics Angular/Linear Velocity worked just fine in all UE versions. Now they always return 0,0,0 if you put Bone Name. Works fine without Bone Name (for a Root Bone) though. My nodes was used to get ve…

---

## [Outline shader with line getting thinner if further away](https://forums.unrealengine.com/t/outline-shader-with-line-getting-thinner-if-further-away/485612)

<div class="topic-metadata">

**Author:** [@ElKaWeh](https://forums.unrealengine.com/u/ElKaWeh)\
**Replies:** 3\
**Last updated:** [September 20, 2024, 9:10pm UTC](https://forums.unrealengine.com/t/outline-shader-with-line-getting-thinner-if-further-away/485612 "2024-09-20T21:10:49Z")

</div>

Hey guys, I’m currently working on a post-process material that also includes an outline.This part of the shader is drawing the outline: Unfortunately, I made this after a tutorial, and to be honest I don’t complete…

---

## [Creating own material nodes?](https://forums.unrealengine.com/t/creating-own-material-nodes/366080)

<div class="topic-metadata">

**Author:** [@cridia](https://forums.unrealengine.com/u/cridia)\
**Replies:** 5\
**Last updated:** [July 12, 2024, 7:53am UTC](https://forums.unrealengine.com/t/creating-own-material-nodes/366080 "2024-07-12T07:53:01Z")

</div>

On my quest to play around with all the various things in UE4, now my sights have fallen on the material editor and, more specifically, the nodes. I want to see if I can make my own nodes, but after searching through the…

---

## [Combine different Post Process effects in the same Material](https://forums.unrealengine.com/t/combine-different-post-process-effects-in-the-same-material/1891799)

<div class="topic-metadata">

**Author:** [@zFabvi](https://forums.unrealengine.com/u/zFabvi)\
**Replies:** 0\
**Last updated:** [June 6, 2024, 4:03am UTC](https://forums.unrealengine.com/t/combine-different-post-process-effects-in-the-same-material/1891799 "2024-06-06T04:03:38Z")

</div>

---

## [Deprecated control rig nodes](https://forums.unrealengine.com/t/deprecated-control-rig-nodes/1679641)

<div class="topic-metadata">

**Author:** [@celestia](https://forums.unrealengine.com/u/celestia)\
**Replies:** 2\
**Last updated:** [May 27, 2024, 1:16am UTC](https://forums.unrealengine.com/t/deprecated-control-rig-nodes/1679641 "2024-05-27T01:16:00Z")

</div>

I’m creating a control rig for my character in 5.3 using the UE4 Mannequin control rig as a base because my character was rigged using the UE4 skeleton. However the UE4 control rig has several nodes that have been dep…

---

## [Texture Object through If Node](https://forums.unrealengine.com/t/texture-object-through-if-node/1824583)

<div class="topic-metadata">

**Author:** [@azazeldev](https://forums.unrealengine.com/u/azazeldev)\
**Replies:** 0\
**Last updated:** [April 27, 2024, 1:00pm UTC](https://forums.unrealengine.com/t/texture-object-through-if-node/1824583 "2024-04-27T13:00:16Z")

</div>

Hello! I’m fairly new to creating materials, but while experimenting, I encountered the “maximum samplers reached” error. To minimize the number of Texture Sampler nodes I’ve been using, I attempted to use Texture Objec…

---

## [Creating custom UK2Node that executes without input exec pin?](https://forums.unrealengine.com/t/creating-custom-uk2node-that-executes-without-input-exec-pin/467311)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_b3bd32e4](https://forums.unrealengine.com/u/anonymous_user_b3bd32e4)\
**Replies:** 4\
**Last updated:** [April 26, 2024, 8:45am UTC](https://forums.unrealengine.com/t/creating-custom-uk2node-that-executes-without-input-exec-pin/467311 "2024-04-26T08:45:28Z")

</div>

Hello! Context I created a custom UK2Node that (1) makes requests to a remote server, and (2) asynchronously fires outputs as soon as we have a response from the server. The node was implemented by extending UK2Node\_B…

---

## [Disable double jump](https://forums.unrealengine.com/t/disable-double-jump/1760985)

<div class="topic-metadata">

**Author:** [@Nordsagn](https://forums.unrealengine.com/u/Nordsagn)\
**Replies:** 8\
**Last updated:** [March 26, 2024, 6:39pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985 "2024-03-26T18:39:31Z")

</div>

Hi you passionate bunch of people! I am still fairly new to Unreal Engine and have run into an issue following this guide (https://www.youtube.com/watch?v=V0f6DwB78l8) to set up a simple sphere control. With the jump fu…

---

## [raytraced vs raster translucency in postprocess](https://forums.unrealengine.com/t/raytraced-vs-raster-translucency-in-postprocess/729051)

<div class="topic-metadata">

**Author:** [@Ritterbecks](https://forums.unrealengine.com/u/Ritterbecks)\
**Replies:** 1\
**Last updated:** [March 4, 2024, 3:22pm UTC](https://forums.unrealengine.com/t/raytraced-vs-raster-translucency-in-postprocess/729051 "2024-03-04T15:22:25Z")

</div>

Hi, when i use raytraced translucency, the quality of straight translucent objects like windows is perfect, but not good on round objects like this ball. when i use raster translucency, the reflection is good on the…

---

## [Getting an average color from a Texture Sample](https://forums.unrealengine.com/t/getting-an-average-color-from-a-texture-sample/453836)

<div class="topic-metadata">

**Author:** [@ElKaWeh](https://forums.unrealengine.com/u/ElKaWeh)\
**Replies:** 5\
**Last updated:** [February 28, 2024, 8:58am UTC](https://forums.unrealengine.com/t/getting-an-average-color-from-a-texture-sample/453836 "2024-02-28T08:58:43Z")

</div>

Hey there, I have a problem that may sound simple, but I really struggle to find a solution for this. So basically I have a texture and want to get rid of it’s structure on distance, while still keeping the average col…

---

## [Line Trace 360 around mesh](https://forums.unrealengine.com/t/line-trace-360-around-mesh/1626160)

<div class="topic-metadata">

**Author:** [@XxpiingyxX](https://forums.unrealengine.com/u/XxpiingyxX)\
**Replies:** 13\
**Last updated:** [January 25, 2024, 11:02am UTC](https://forums.unrealengine.com/t/line-trace-360-around-mesh/1626160 "2024-01-25T11:02:36Z")

</div>

Like the title says, I would like to line trace 360 degrees around a mesh. I am sorry for any confusion this might cause you, but I have rewritten this question a lot of times now and I think I have made myself more and…

---

## [Foliage Error: Illegal property modification - FoliageInstancedStaticMeshComponent:OcclusionLayerNumNodes](https://forums.unrealengine.com/t/foliage-error-illegal-property-modification-foliageinstancedstaticmeshcomponent-occlusionlayernumnodes/1382724)

<div class="topic-metadata">

**Author:** [@PledgedRanger](https://forums.unrealengine.com/u/PledgedRanger)\
**Replies:** 1\
**Last updated:** [November 12, 2023, 1:52pm UTC](https://forums.unrealengine.com/t/foliage-error-illegal-property-modification-foliageinstancedstaticmeshcomponent-occlusionlayernumnodes/1382724 "2023-11-12T13:52:40Z")

</div>

When placing a foliage instance in the foliage tool, it works great! The problem is that when you paint the instance static meshes (Grass for example) I get a flood of errors in the Message Log. Therefore, I have inc…

---

## [\[4.7.3\] Cannot copy Timeline node from class BP to another class BP](https://forums.unrealengine.com/t/4-7-3-cannot-copy-timeline-node-from-class-bp-to-another-class-bp/312332)

<div class="topic-metadata">

**Author:** [@asperatology](https://forums.unrealengine.com/u/asperatology)\
**Replies:** 4\
**Last updated:** [June 27, 2023, 12:16pm UTC](https://forums.unrealengine.com/t/4-7-3-cannot-copy-timeline-node-from-class-bp-to-another-class-bp/312332 "2023-06-27T12:16:38Z")

</div>

I can’t copy/paste timeline blueprint node from one class blueprint to another class blueprint, and there is no other way to do a Paste Node function in editor, only copy. I wonder why.

---

## [Geting Forward Vector Difference](https://forums.unrealengine.com/t/geting-forward-vector-difference/1198877)

<div class="topic-metadata">

**Author:** [@FenicsB](https://forums.unrealengine.com/u/FenicsB)\
**Replies:** 1\
**Last updated:** [June 14, 2023, 10:56am UTC](https://forums.unrealengine.com/t/geting-forward-vector-difference/1198877 "2023-06-14T10:56:38Z")

</div>

Hi! Just wondering what the difference between these two types of getting forward vector?

---

## [Unreal Engine 5 Blueprint node'larını açıkladığım bir kanal açtım. TÜRKÇE (Eng: I have created a channel on YouTube that I explain Blueprint nodes in Turkish)](https://forums.unrealengine.com/t/unreal-engine-5-blueprint-nodelarini-acikladigim-bir-kanal-actim-turkce-eng-i-have-created-a-channel-on-youtube-that-i-explain-blueprint-nodes-in-turkish/1188649)

<div class="topic-metadata">

**Author:** [@Twonch](https://forums.unrealengine.com/u/Twonch)\
**Replies:** 0\
**Last updated:** [June 4, 2023, 4:26pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-blueprint-nodelarini-acikladigim-bir-kanal-actim-turkce-eng-i-have-created-a-channel-on-youtube-that-i-explain-blueprint-nodes-in-turkish/1188649 "2023-06-04T16:26:47Z")

</div>

Hello there, I’ve created a YouTube Channel for the Turkish community for them to understand initially Blueprints. Feel free to ask me anything. I will be going with Turkish from now on. Cya :vulcan\_salute: Herkese me…

[Next page](https://forums.unrealengine.com/tag/nodes/152.md?match_all_tags=true&page=1&tags%5B%5D=nodes)
