# \#Python

**URL:** https://forums.unrealengine.com/tag/python/2807.md

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## [\[5.8.4\] MetaHuman Creator: editor memory grows by 5–18 GB per scripted build and is never released ](https://forums.unrealengine.com/t/5-8-4-metahuman-creator-editor-memory-grows-by-5-18-gb-per-scripted-build-and-is-never-released/2848954)

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**Author:** [@Xantji](https://forums.unrealengine.com/u/Xantji)\
**Replies:** 0\
**Last updated:** [November 2, 2026, 3:52pm UTC](https://forums.unrealengine.com/t/5-8-4-metahuman-creator-editor-memory-grows-by-5-18-gb-per-scripted-build-and-is-never-released/2848954 "2026-11-02T15:52:09Z")

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Summary When MetaHumans are created and built by Python script in the editor (MetaHuman Creator in UE 5.8), the editor process grows by 5–18 GB with every build and never gives the memory back: not after closing the char…

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## [USD Unpacker - Automatically convert general actors to functional actors](https://forums.unrealengine.com/t/usd-unpacker-automatically-convert-general-actors-to-functional-actors/2721347)

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**Author:** [@rvakato](https://forums.unrealengine.com/u/rvakato)\
**Replies:** 1\
**Last updated:** [October 31, 2026, 8:50am UTC](https://forums.unrealengine.com/t/usd-unpacker-automatically-convert-general-actors-to-functional-actors/2721347 "2026-10-31T08:50:22Z")

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I use USD to sync data between Blender and Unreal Engine at my side project.(recognising that USD is primarily an interchange format rather than a final import solution). While it preserves the original data structure, t…

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## [Turned VS Code / Cursor into a AAA Unreal Engine C++ IDE (Live Execution, Blueprints as C++, AI MCP Server)](https://forums.unrealengine.com/t/turned-vs-code-cursor-into-a-aaa-unreal-engine-c-ide-live-execution-blueprints-as-c-ai-mcp-server/2846915)

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**Author:** [@GabrielDeLaCruz](https://forums.unrealengine.com/u/GabrielDeLaCruz)\
**Replies:** 2\
**Last updated:** [October 30, 2026, 3:07pm UTC](https://forums.unrealengine.com/t/turned-vs-code-cursor-into-a-aaa-unreal-engine-c-ide-live-execution-blueprints-as-c-ai-mcp-server/2846915 "2026-10-30T15:07:35Z")

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Hey everyone! :waving\_hand: Like many of you, I love Unreal but was getting frustrated with how heavy Visual Studio can be, and I didn’t want to switch my entire workflow to Rider. So, I spent the last few months buildi…

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## [PPO eps clip is unbounded when advantage is negative  ](https://forums.unrealengine.com/t/ppo-eps-clip-is-unbounded-when-advantage-is-negative/2835449)

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**Author:** [@MannyVindiola](https://forums.unrealengine.com/u/MannyVindiola)\
**Replies:** 2\
**Last updated:** [October 22, 2026, 3:39pm UTC](https://forums.unrealengine.com/t/ppo-eps-clip-is-unbounded-when-advantage-is-negative/2835449 "2026-10-22T15:39:45Z")

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Hello, I have found an issue with the trust region when adavantage is negative. Take a look at this code snippet. surr = torch.min(ratio, ratio.clamp(eps\_clip\_log\_min, eps\_clip\_log\_max)) loss\_surr += ... adv\[:,i\] \* -(s…

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## [\[Open Source\] UnrealPython — Runtime Python integration for Unreal Engine 5](https://forums.unrealengine.com/t/open-source-unrealpython-runtime-python-integration-for-unreal-engine-5/2731634)

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**Author:** [@MoonWind2230](https://forums.unrealengine.com/u/MoonWind2230)\
**Replies:** 2\
**Last updated:** [October 12, 2026, 8:44am UTC](https://forums.unrealengine.com/t/open-source-unrealpython-runtime-python-integration-for-unreal-engine-5/2731634 "2026-10-12T08:44:10Z")

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Hi everyone, I’m building UnrealPython, an open-source Unreal Engine plugin that embeds CPython at runtime. Why: Unreal’s built-in Python is great for editor scripting, but it is editor-only. UnrealPython focuses on r…

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## [Request: Python Editor Scripting access for UEFN MCP integration ](https://forums.unrealengine.com/t/request-python-editor-scripting-access-for-uefn-mcp-integration/2763757)

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**Author:** [@IAMZETstream](https://forums.unrealengine.com/u/IAMZETstream)\
**Replies:** 1\
**Last updated:** [October 6, 2026, 9:34am UTC](https://forums.unrealengine.com/t/request-python-editor-scripting-access-for-uefn-mcp-integration/2763757 "2026-10-06T09:34:53Z")

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Hi, I’m requesting Python Editor Scripting access for UEFN so I can use the official MCP workflow. Environment: UEFN: 6.0.0 Fortnite Release: 42.10 Windows 11 Current behavior: PythonScriptPlugin mounts successful…

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## [Int32 wrap in shared\_memory\_communicator.py of LearningAgents](https://forums.unrealengine.com/t/int32-wrap-in-shared-memory-communicator-py-of-learningagents/2742446)

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**Author:** [@\_YAF\_Lightbringer](https://forums.unrealengine.com/u/_YAF_Lightbringer)\
**Replies:** 2\
**Last updated:** [September 16, 2026, 3:20pm UTC](https://forums.unrealengine.com/t/int32-wrap-in-shared-memory-communicator-py-of-learningagents/2742446 "2026-09-16T15:20:49Z")

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Hi there, there’s some rather unfortunate error handling in the shared memory communicator of Learning Agents on the python side that silently shreds larger datasets: Line 45: size = int(np.prod(shape) \* np.dtype(dtyp…

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## [Sharing Python script to export stripped down T3D files](https://forums.unrealengine.com/t/sharing-python-script-to-export-stripped-down-t3d-files/2765163)

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**Author:** [@DiliupG](https://forums.unrealengine.com/u/DiliupG)\
**Replies:** 0\
**Last updated:** [September 13, 2026, 5:50am UTC](https://forums.unrealengine.com/t/sharing-python-script-to-export-stripped-down-t3d-files/2765163 "2026-09-13T05:50:31Z")

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Export ONLY the currently selected asset(s) to T3D (SLIM, with dialogs) - Pastebin.com I have run out of tokens fast because the UE4 blueprint scripts that I share with Claude are too bulky. The T3D files exported by UE…

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## [STOP PAYING FOR GIT LFS as a solo or small team. Unreal Python Automation Tool](https://forums.unrealengine.com/t/stop-paying-for-git-lfs-as-a-solo-or-small-team-unreal-python-automation-tool/2763653)

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**Author:** [@Memeseco](https://forums.unrealengine.com/u/Memeseco)\
**Replies:** 1\
**Last updated:** [September 11, 2026, 9:51am UTC](https://forums.unrealengine.com/t/stop-paying-for-git-lfs-as-a-solo-or-small-team-unreal-python-automation-tool/2763653 "2026-09-11T09:51:15Z")

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Dear Community. I Found it really hard as a solo or small team dev to manage code, dev ops and art assets. So i created an automated python tool. That acts as a link between an Art vault and your main core git repo of c…

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## [Request: Python Editor Scripting / UEFN MCP Access for OpenAI Codex ](https://forums.unrealengine.com/t/request-python-editor-scripting-uefn-mcp-access-for-openai-codex/2764506)

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**Author:** [@VctryOrValhalla](https://forums.unrealengine.com/u/VctryOrValhalla)\
**Replies:** 1\
**Last updated:** [September 10, 2026, 8:26pm UTC](https://forums.unrealengine.com/t/request-python-editor-scripting-uefn-mcp-access-for-openai-codex/2764506 "2026-09-10T20:26:28Z")

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UEFN Python Editor Scripting / MCP Access Request Hi Epic team, I’m trying to use the official Unreal MCP integration in UEFN with OpenAI Codex. According to Epic’s current UEFN MCP documentation, the project should e…

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## [Requesting UEFN Python Editor Scripting Beta access to automate my StreamerMapHub project through MCP. ](https://forums.unrealengine.com/t/requesting-uefn-python-editor-scripting-beta-access-to-automate-my-streamermaphub-project-through-mcp/2746669)

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**Author:** [@LOOTRUNNER711](https://forums.unrealengine.com/u/LOOTRUNNER711)\
**Replies:** 0\
**Last updated:** [August 26, 2026, 3:20pm UTC](https://forums.unrealengine.com/t/requesting-uefn-python-editor-scripting-beta-access-to-automate-my-streamermaphub-project-through-mcp/2746669 "2026-08-26T15:20:32Z")

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User Name- LOOTRUNNER711 Requesting UEFN Python Editor Scripting Beta access to automate my StreamerMapHub project through MCP. Python is enabled locally, but the “Beta Access” setting is unavailable.

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## [Fix Landscape Deformation at Distance in UEFN with Python](https://forums.unrealengine.com/t/fix-landscape-deformation-at-distance-in-uefn-with-python/2741215)

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**Author:** [@milkc0de](https://forums.unrealengine.com/u/milkc0de)\
**Replies:** 0\
**Last updated:** [August 4, 2026, 4:40pm UTC](https://forums.unrealengine.com/t/fix-landscape-deformation-at-distance-in-uefn-with-python/2741215 "2026-08-04T16:40:44Z")

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UEFN does not currently expose the Max LOD Level property in the Landscape Details panel. This can cause detailed Landscape shapes to become heavily simplified or deformed at a distance. However, the hidde…

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## [\[LFW PAID\] Jim Kroovy - Blender, Technical Artist, Programmer, Blueprints, C++, Python](https://forums.unrealengine.com/t/lfw-paid-jim-kroovy-blender-technical-artist-programmer-blueprints-c-python/2739617)

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**Author:** [@Jim\_Kroovy](https://forums.unrealengine.com/u/Jim_Kroovy)\
**Replies:** 0\
**Last updated:** [July 30, 2026, 7:28pm UTC](https://forums.unrealengine.com/t/lfw-paid-jim-kroovy-blender-technical-artist-programmer-blueprints-c-python/2739617 "2026-07-30T19:28:22Z")

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I’m the creator of Mr Mannequins Tools which got an Epic Megagrant some years ago and I’m excited and available to take on any work! I can fix or create almost anything in Blender and Unreal Engine, art, code, or anythin…

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## [Spawnable camera missing tracks from script FBX Import ](https://forums.unrealengine.com/t/spawnable-camera-missing-tracks-from-script-fbx-import/2736040)

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**Author:** [@xanpw](https://forums.unrealengine.com/u/xanpw)\
**Replies:** 0\
**Last updated:** [July 16, 2026, 4:42am UTC](https://forums.unrealengine.com/t/spawnable-camera-missing-tracks-from-script-fbx-import/2736040 "2026-07-16T04:42:55Z")

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Summary Importing a FBX camera into sequencer via python (and BP), onto am existing spawnable camera does not import the focal length or manual focus distance keys (only transform) in 5.8. This same code/fbx file impor…

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## [UE 5.8: SequencerTools.export\_level\_sequence\_fbx() in Python writes every spawnable only as bare nodes](https://forums.unrealengine.com/t/ue-5-8-sequencertools-export-level-sequence-fbx-in-python-writes-every-spawnable-only-as-bare-nodes/2735461)

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**Author:** [@juanpb](https://forums.unrealengine.com/u/juanpb)\
**Replies:** 0\
**Last updated:** [July 13, 2026, 6:13pm UTC](https://forums.unrealengine.com/t/ue-5-8-sequencertools-export-level-sequence-fbx-in-python-writes-every-spawnable-only-as-bare-nodes/2735461 "2026-07-13T18:13:22Z")

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Summary UE 5.8: exporting a Level Sequence to FBX from Python (SequencerTools.export\_level\_sequence\_fbx) writes every spawnable as bare transform or attribute nodes with none of its meshes or data. A spawnable camera lo…

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## [5.8 MH Performance Export to Anim Seq via Python not working](https://forums.unrealengine.com/t/5-8-mh-performance-export-to-anim-seq-via-python-not-working/2733272)

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**Author:** [@Enliven\_SE](https://forums.unrealengine.com/u/Enliven_SE)\
**Replies:** 0\
**Last updated:** [July 3, 2026, 2:54pm UTC](https://forums.unrealengine.com/t/5-8-mh-performance-export-to-anim-seq-via-python-not-working/2733272 "2026-07-03T14:54:23Z")

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Hi, I’m building a script for UE 5.8 that can convert a monocular video to metahuman performance and export that to an anim sequence with a retargeter. The only issue I have right now is that when I export to anim seq, i…

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## [Track frame progress in Python MoviePipelinePythonHostExecutor](https://forums.unrealengine.com/t/track-frame-progress-in-python-moviepipelinepythonhostexecutor/1704474)

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**Author:** [@mp5gosu](https://forums.unrealengine.com/u/mp5gosu)\
**Replies:** 5\
**Last updated:** [June 27, 2026, 8:41am UTC](https://forums.unrealengine.com/t/track-frame-progress-in-python-moviepipelinepythonhostexecutor/1704474 "2026-06-27T08:41:30Z")

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Hi there. I’m currently looking for a way to report progress from a custom MoviePipelineExecutor. Especially spawned PIEExecutors. I’m working on a renderfarm executor that works in editor mode (due to object IDs and …

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## [\[Open Source\] UnrealPython — Runtime Python integration for Unreal Engine 5](https://forums.unrealengine.com/t/open-source-unrealpython-runtime-python-integration-for-unreal-engine-5/2731632)

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**Author:** [@MoonWind2230](https://forums.unrealengine.com/u/MoonWind2230)\
**Replies:** 0\
**Last updated:** [June 26, 2026, 1:51pm UTC](https://forums.unrealengine.com/t/open-source-unrealpython-runtime-python-integration-for-unreal-engine-5/2731632 "2026-06-26T13:51:50Z")

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Hi everyone, I’m building UnrealPython, an open-source Unreal Engine plugin that embeds CPython at runtime. Why: Unreal’s built-in Python is great for editor scripting, but it is editor-only. UnrealPython focuses on r…

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## [Python API - Please Add a way to get all assets with a certain metadata\_tag name](https://forums.unrealengine.com/t/python-api-please-add-a-way-to-get-all-assets-with-a-certain-metadata-tag-name/2722169)

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**Author:** [@Zoey\_222](https://forums.unrealengine.com/u/Zoey_222)\
**Replies:** 1\
**Last updated:** [May 14, 2026, 5:41pm UTC](https://forums.unrealengine.com/t/python-api-please-add-a-way-to-get-all-assets-with-a-certain-metadata-tag-name/2722169 "2026-05-14T17:41:26Z")

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Does this already exist? I cannot figure it out. metadata\_tag’s are perfect candidates as a way to filter assetRegistry queries. my workaround is to iterate over every asset in the project and check each for a certain m…

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## [Senior Unreal Engine Tools Developer - Wētā FX](https://forums.unrealengine.com/t/senior-unreal-engine-tools-developer-weta-fx/2720012)

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**Author:** [@Dbatten22](https://forums.unrealengine.com/u/Dbatten22)\
**Replies:** 0\
**Last updated:** [May 5, 2026, 4:36am UTC](https://forums.unrealengine.com/t/senior-unreal-engine-tools-developer-weta-fx/2720012 "2026-05-05T04:36:56Z")

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Thread Title: \[PAID\] Senior Unreal Engine Tools Developer Post: \[PAID\] Fully established and funded company hiring a Senior Unreal Engine Developer for Special Projects. Initial one‑year fixed term contract based in …

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## [BUG of replacing material instance textures with Python?](https://forums.unrealengine.com/t/bug-of-replacing-material-instance-textures-with-python/2715732)

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**Author:** [@yuetian](https://forums.unrealengine.com/u/yuetian)\
**Replies:** 0\
**Last updated:** [April 16, 2026, 2:44am UTC](https://forums.unrealengine.com/t/bug-of-replacing-material-instance-textures-with-python/2715732 "2026-04-16T02:44:29Z")

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Replacing the texture of a material instance with ‘unreal. MaterialEditingLibrary. set\_material\_instance\_texture\_parameter\_value’, I found that the material’s reference is still linked to the old texture. How can I solve…

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## [How to create metadata curves for my morph targets?](https://forums.unrealengine.com/t/how-to-create-metadata-curves-for-my-morph-targets/2656802)

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**Author:** [@jeffsn90](https://forums.unrealengine.com/u/jeffsn90)\
**Replies:** 1\
**Last updated:** [March 25, 2026, 1:12pm UTC](https://forums.unrealengine.com/t/how-to-create-metadata-curves-for-my-morph-targets/2656802 "2026-03-25T13:12:46Z")

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Hi. I’m new to this editor scripting world. I figured out how to get the list of morph targets in a selected skeletal mesh. Now I can’t find a way to create the curve metadata for them. I’m trying to get the morph target…

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## [スプラインコンポーネントがスポーン後に元に戻る ](https://forums.unrealengine.com/t/topic/2708494)

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**Author:** [@T.ehara](https://forums.unrealengine.com/u/T.ehara)\
**Replies:** 1\
**Last updated:** [March 24, 2026, 8:30am UTC](https://forums.unrealengine.com/t/topic/2708494 "2026-03-24T08:30:59Z")

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Jsonファイルからポイント情報を読み取りスプラインコンポーネントをスポーンさせて パスを再現しようとしていたのですが、読み込み→スポーン→ポイント追加、移動はできて 色々とできると考えていたのですが、アクターを移動させるとオリジナルのスプラインコンポーネントに に戻ってしまいました。 色々な方法を試しましたが、移動する前にポイントに移動なり変更すればもとに戻らない事は確認しましたが、毎回数百個あるパスとポイントを変更する事は正…

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## [RsTools reality scan python client](https://forums.unrealengine.com/t/rstools-reality-scan-python-client/2702812)

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**Author:** [@LilBroomstick](https://forums.unrealengine.com/u/LilBroomstick)\
**Replies:** 1\
**Last updated:** [March 4, 2026, 4:02pm UTC](https://forums.unrealengine.com/t/rstools-reality-scan-python-client/2702812 "2026-03-04T16:02:21Z")

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https://github.com/bossdown123/RsTool i’ve designed a python client for reality scan if you find it useful please leave your feedback also if you find an issues

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## [Cant Get Python Ruigging Menu to Show up](https://forums.unrealengine.com/t/cant-get-python-ruigging-menu-to-show-up/2644905)

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**Author:** [@lennysunreal](https://forums.unrealengine.com/u/lennysunreal)\
**Replies:** 4\
**Last updated:** [February 28, 2026, 8:11am UTC](https://forums.unrealengine.com/t/cant-get-python-ruigging-menu-to-show-up/2644905 "2026-02-28T08:11:58Z")

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Hello; I am trying to follow this tutorial on rigging. He uses a menu called “Add Null above selected”. They dont show up in my menu in Unreal 5.6 . I have also tried manual loading “D:\\Program Files\\…

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## [Run custom python code before revision control check-in in editor ](https://forums.unrealengine.com/t/run-custom-python-code-before-revision-control-check-in-in-editor/2701983)

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**Author:** [@Ei8SLNpq](https://forums.unrealengine.com/u/Ei8SLNpq)\
**Replies:** 2\
**Last updated:** [February 26, 2026, 10:39am UTC](https://forums.unrealengine.com/t/run-custom-python-code-before-revision-control-check-in-in-editor/2701983 "2026-02-26T10:39:10Z")

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Hi, in the Editor (5.6.1) we need a way to run a custom python script when a user runs “check in” in the context menu when right clicking asset(s) in the content browser. Our code needs to run before the regular functio…

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## [How to add subcomponent skeletal mesh track to sequence? (Metahuman)](https://forums.unrealengine.com/t/how-to-add-subcomponent-skeletal-mesh-track-to-sequence-metahuman/631681)

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**Author:** [@9Evgeny9](https://forums.unrealengine.com/u/9Evgeny9)\
**Replies:** 2\
**Last updated:** [February 23, 2026, 3:45pm UTC](https://forums.unrealengine.com/t/how-to-add-subcomponent-skeletal-mesh-track-to-sequence-metahuman/631681 "2026-02-23T15:45:43Z")

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I can add Metahuman to my sequence (by Python). But tracks “Body” and “Face” do not adding automatically. To assign animation i must place them into “Body” and “Face” subtraks of Metahuman. I can find “Body” component…

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## [Skeletal Mesh to Static Mesh](https://forums.unrealengine.com/t/skeletal-mesh-to-static-mesh/2699396)

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**Author:** [@Tech\_Andrew](https://forums.unrealengine.com/u/Tech_Andrew)\
**Replies:** 0\
**Last updated:** [February 12, 2026, 9:23pm UTC](https://forums.unrealengine.com/t/skeletal-mesh-to-static-mesh/2699396 "2026-02-12T21:23:34Z")

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I would like to automate the ‘Make Static Mesh’ button in the Skeletal Mesh editor. How could I do this in Python?

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## [LevelExporterUSD won't export](https://forums.unrealengine.com/t/levelexporterusd-wont-export/2695202)

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**Author:** [@Quanti13](https://forums.unrealengine.com/u/Quanti13)\
**Replies:** 4\
**Last updated:** [January 30, 2026, 1:29pm UTC](https://forums.unrealengine.com/t/levelexporterusd-wont-export/2695202 "2026-01-30T13:29:03Z")

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Hi, I have a level and inside I have a sub-level. I filter it’s actor and open that sub-level, then I try to export this level using LevelExporterUSD. Can you tell me if my script is wrong or if this is a bug? This is m…

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## [Is it possible to batch automate mesh2metahuman?](https://forums.unrealengine.com/t/is-it-possible-to-batch-automate-mesh2metahuman/2694783)

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**Author:** [@Mic-33](https://forums.unrealengine.com/u/Mic-33)\
**Replies:** 0\
**Last updated:** [January 25, 2026, 2:09pm UTC](https://forums.unrealengine.com/t/is-it-possible-to-batch-automate-mesh2metahuman/2694783 "2026-01-25T14:09:06Z")

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I have a large library of 3D face scans used with an in-house platform for facial expressions. I want to know if it is possible to use my database to batch generate metahumans from my scans. Essentially, is it technicall…

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