# \#One-File-Per-Actor

**URL:** https://forums.unrealengine.com/tag/one-file-per-actor/11287.md

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## [Is there a way to find actor by OFPA ExternalActor file name/path?](https://forums.unrealengine.com/t/is-there-a-way-to-find-actor-by-ofpa-externalactor-file-name-path/1306244)

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**Author:** [@OneNot](https://forums.unrealengine.com/u/OneNot)\
**Replies:** 1\
**Last updated:** [January 17, 2024, 4:22pm UTC](https://forums.unrealengine.com/t/is-there-a-way-to-find-actor-by-ofpa-externalactor-file-name-path/1306244 "2024-01-17T16:22:17Z")

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Is there any way to find out what actor a particular ExternalActor OFPA file belongs to just by the file name/path? In my case, I see from the output log that three OFPA files have malformed tags, but I have no idea whi…

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## [Macos: \[HLOD\] LogWorldPartitionEditor: Error: #### Commandlet Failed ####](https://forums.unrealengine.com/t/macos-hlod-logworldpartitioneditor-error-commandlet-failed/1257435)

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**Author:** [@boriskourt1](https://forums.unrealengine.com/u/boriskourt1)\
**Replies:** 1\
**Last updated:** [November 24, 2023, 7:44pm UTC](https://forums.unrealengine.com/t/macos-hlod-logworldpartitioneditor-error-commandlet-failed/1257435 "2023-11-24T19:44:01Z")

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Engine: UE5.3 M1 Mac → 13.4.1 When trying to regenerate HLODs in a brand new World Partitioned projects using tools -\> Build HLODs the commandlet fails with: LogWorldPartitionEditor: Display: Running commandlet: -Base…

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## [Can I change the file location of "External Files" generated and used by World Partition and One-File-Per-Actor?](https://forums.unrealengine.com/t/can-i-change-the-file-location-of-external-files-generated-and-used-by-world-partition-and-one-file-per-actor/782039)

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**Author:** [@OneNot](https://forums.unrealengine.com/u/OneNot)\
**Replies:** 1\
**Last updated:** [March 3, 2023, 11:03am UTC](https://forums.unrealengine.com/t/can-i-change-the-file-location-of-external-files-generated-and-used-by-world-partition-and-one-file-per-actor/782039 "2023-03-03T11:03:07Z")

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Our project is fairly large and we have been using, probably rather unconventionally, git submodules to separate some parts of the project. We have the main project repo, and inside the Contents folder we have a folder …

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## [One File Per Actor - Can't save deletions in 5.0](https://forums.unrealengine.com/t/one-file-per-actor-cant-save-deletions-in-5-0/718360)

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**Author:** [@sarchasm](https://forums.unrealengine.com/u/sarchasm)\
**Replies:** 0\
**Last updated:** [November 30, 2022, 6:23am UTC](https://forums.unrealengine.com/t/one-file-per-actor-cant-save-deletions-in-5-0/718360 "2022-11-30T06:23:41Z")

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Currently working on a project where I can’t delete anything. The project is using One File Per Actor, I have it enabled in the Editor Preferences and in the World Settings. I am also using Source Control. I can add new …

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## [Stop Node acting](https://forums.unrealengine.com/t/stop-node-acting/669434)

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**Author:** [@Adragoth](https://forums.unrealengine.com/u/Adragoth)\
**Replies:** 0\
**Last updated:** [October 14, 2022, 1:18pm UTC](https://forums.unrealengine.com/t/stop-node-acting/669434 "2022-10-14T13:18:56Z")

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Hi, :slight\_smile: im learning for using Sin node on UE4/5 and i m questionning myself, it is possible to stop tue action of the sin node after 1 période ? i m looking to make appear a texture 1 time and stay on a mesh …
