# \#workaround

**URL:** https://forums.unrealengine.com/tag/workaround/10071.md

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## [\[Workaround\] Spectate a player after calling Respawn()](https://forums.unrealengine.com/t/workaround-spectate-a-player-after-calling-respawn/1784748)

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**Author:** [@Klian](https://forums.unrealengine.com/u/Klian)\
**Replies:** 8\
**Last updated:** [March 9, 2026, 4:21pm UTC](https://forums.unrealengine.com/t/workaround-spectate-a-player-after-calling-respawn/1784748 "2026-03-09T16:21:53Z")

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As pointed out in many discussions on this forum: The Verse “Agent.Respawn()” function is severely bugged and it will prevent many actions after a player’s been respawned using it. I’ve been recently contacted by a…

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## [\[PAID\]\[LFW\] I'm game producer looking for a nice job!](https://forums.unrealengine.com/t/paid-lfw-im-game-producer-looking-for-a-nice-job/1859089)

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**Author:** [@cristianejade1](https://forums.unrealengine.com/u/cristianejade1)\
**Replies:** 0\
**Last updated:** [May 16, 2024, 5:10pm UTC](https://forums.unrealengine.com/t/paid-lfw-im-game-producer-looking-for-a-nice-job/1859089 "2024-05-16T17:10:45Z")

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Hi Everyone! I’m open to producer postions (paid positions)! So, I have around +5 years of experience with various game titles from AA to indies across following platforms: Playstation, Xbox, Nintendo Switch and Steam. …

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## [Nanite Foliage with wind/sway material effects placed via procedural volumes (UE 5.1.0) may seesaw/sway together with all other foliage in the same procedurally generated volume](https://forums.unrealengine.com/t/nanite-foliage-with-wind-sway-material-effects-placed-via-procedural-volumes-ue-5-1-0-may-seesaw-sway-together-with-all-other-foliage-in-the-same-procedurally-generated-volume/693655)

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**Author:** [@SoraKagami](https://forums.unrealengine.com/u/SoraKagami)\
**Replies:** 7\
**Last updated:** [April 10, 2023, 5:50pm UTC](https://forums.unrealengine.com/t/nanite-foliage-with-wind-sway-material-effects-placed-via-procedural-volumes-ue-5-1-0-may-seesaw-sway-together-with-all-other-foliage-in-the-same-procedurally-generated-volume/693655 "2023-04-10T17:50:47Z")

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I would like to share information for a not-quite-a-bug issue with Nanite foliage in Unreal Engine 5.1.0 (release) and the workaround that worked for me, so that anyone else with a similar issue might be able to benefit …

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## [How to add C++ overridable logic to Blueprint ?](https://forums.unrealengine.com/t/how-to-add-c-overridable-logic-to-blueprint/489545)

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**Author:** [@hibouglorieux](https://forums.unrealengine.com/u/hibouglorieux)\
**Replies:** 5\
**Last updated:** [October 5, 2021, 10:17pm UTC](https://forums.unrealengine.com/t/how-to-add-c-overridable-logic-to-blueprint/489545 "2021-10-05T22:17:21Z")

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Hello, I’m working on a half Blueprint / half C++ project where I’m trying to add some some C++ logic to an already existing Blueprint which is inherited by other Blueprints. I’d like to be able to call the C++ functio…

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## [Sequencer Not Rendering Audio Workaround?](https://forums.unrealengine.com/t/sequencer-not-rendering-audio-workaround/436609)

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**Author:** [@anonymous\_user\_e31ee901](https://forums.unrealengine.com/u/anonymous_user_e31ee901)\
**Replies:** 5\
**Last updated:** [May 9, 2021, 10:46pm UTC](https://forums.unrealengine.com/t/sequencer-not-rendering-audio-workaround/436609 "2021-05-09T22:46:36Z")

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Ok so I know that in the new UE4 update there is still no support for the sequencer to render audio but what I’m wondering is if there is a workaround for this? I’ve made a cave scene using some of the Soul and Paragon A…

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## [Workaround Editable layers and world Composition](https://forums.unrealengine.com/t/workaround-editable-layers-and-world-composition/482492)

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**Author:** [@getyamamout](https://forums.unrealengine.com/u/getyamamout)\
**Replies:** 0\
**Last updated:** [April 26, 2021, 8:04pm UTC](https://forums.unrealengine.com/t/workaround-editable-layers-and-world-composition/482492 "2021-04-26T20:04:20Z")

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Hi my friends just came up with a banger to using Editable layers and World composition to keep edges matching on level transitions… so get your world rough layout in world comp export the tiles… set up and import int…

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## [Chaos cloth not working on mobile](https://forums.unrealengine.com/t/chaos-cloth-not-working-on-mobile/480548)

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**Author:** [@Paras](https://forums.unrealengine.com/u/Paras)\
**Replies:** 0\
**Last updated:** [March 19, 2021, 6:27am UTC](https://forums.unrealengine.com/t/chaos-cloth-not-working-on-mobile/480548 "2021-03-19T06:27:07Z")

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Hi. We are in the process of porting our game to mobile, and having a clothing system working for it is critical. I was bummed to know that apex cloth in UE4 never got implemented for mobile. I did a test with Chaos clot…

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## [UE-107204 - StaticMeshEditor crash workaround](https://forums.unrealengine.com/t/ue-107204-staticmesheditor-crash-workaround/478527)

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**Author:** [@anonymous\_user\_67f18a58](https://forums.unrealengine.com/u/anonymous_user_67f18a58)\
**Replies:** 2\
**Last updated:** [February 11, 2021, 12:24am UTC](https://forums.unrealengine.com/t/ue-107204-staticmesheditor-crash-workaround/478527 "2021-02-11T00:24:29Z")

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Probably I’m not the only one to have found this. WORKAROUND: window \> load layout \> select Default Editor Layout to regen your DefaultLayout.ini Seems bulletproof as an interim fix until 4.27

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## [AI is deaf](https://forums.unrealengine.com/t/ai-is-deaf/478337)

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**Author:** [@SlayerGoury](https://forums.unrealengine.com/u/SlayerGoury)\
**Replies:** 1\
**Last updated:** [February 6, 2021, 4:55pm UTC](https://forums.unrealengine.com/t/ai-is-deaf/478337 "2021-02-06T16:55:38Z")

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UPD: so the problems appears to be in AI not being able to hear anything, thus standing still until it can see something. Happens only in a packaged game (both ship, test and dev). Works just fine in the editor. 4.25.…

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## [How do I run my packaged project in OpenGL?](https://forums.unrealengine.com/t/how-do-i-run-my-packaged-project-in-opengl/473989)

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**Author:** [@ExpStealer](https://forums.unrealengine.com/u/ExpStealer)\
**Replies:** 2\
**Last updated:** [January 1, 2021, 1:05pm UTC](https://forums.unrealengine.com/t/how-do-i-run-my-packaged-project-in-opengl/473989 "2021-01-01T13:05:00Z")

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Hello everyone! I made a basic calculator software prototype which my company will be testing to see if the benefits are enough to justify full development. I used UE4 because I cannot write code and blueprints allowed …

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## [Why does lighting quality degrade the further away from the world origin I go?](https://forums.unrealengine.com/t/why-does-lighting-quality-degrade-the-further-away-from-the-world-origin-i-go/466329)

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**Author:** [@MikeSimulation](https://forums.unrealengine.com/u/MikeSimulation)\
**Replies:** 5\
**Last updated:** [June 7, 2020, 2:37pm UTC](https://forums.unrealengine.com/t/why-does-lighting-quality-degrade-the-further-away-from-the-world-origin-i-go/466329 "2020-06-07T14:37:07Z")

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Hi all, I have an issue where lights produce these weird square shadows around them if I move them very far away from the world origin: At world origin: 5km away from world origin: 10km away from world origin: …

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## [Can't set blackboard of Behavior tree, keeps switching to another Tree](https://forums.unrealengine.com/t/cant-set-blackboard-of-behavior-tree-keeps-switching-to-another-tree/461433)

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**Author:** [@Okarii](https://forums.unrealengine.com/u/Okarii)\
**Replies:** 1\
**Last updated:** [February 6, 2020, 9:46pm UTC](https://forums.unrealengine.com/t/cant-set-blackboard-of-behavior-tree-keeps-switching-to-another-tree/461433 "2020-02-06T21:46:03Z")

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Video Clip Showing Issue I’ve linked a video showing my issue, but basically I was trying to create a new behavior tree to do an in class example, but every time I tried to set the trees blackboard information it was sw…

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## [Is there a workaround DX12's crashes?](https://forums.unrealengine.com/t/is-there-a-workaround-dx12s-crashes/459743)

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**Author:** [@ExpStealer](https://forums.unrealengine.com/u/ExpStealer)\
**Replies:** 8\
**Last updated:** [December 20, 2019, 6:22pm UTC](https://forums.unrealengine.com/t/is-there-a-workaround-dx12s-crashes/459743 "2019-12-20T18:22:36Z")

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Hello, So I tried to import an .fbx to my blank project, but I can’t do it because DirectX 12 keeps crashing. I even tried switching to DirectX 11 in project settings, but to no success. I’m trying to launch the project…

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## [Looking for UE-72891 Workarounds](https://forums.unrealengine.com/t/looking-for-ue-72891-workarounds/451751)

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**Author:** [@anonymous\_user\_a19fbf07](https://forums.unrealengine.com/u/anonymous_user_a19fbf07)\
**Replies:** 0\
**Last updated:** [July 5, 2019, 2:17pm UTC](https://forums.unrealengine.com/t/looking-for-ue-72891-workarounds/451751 "2019-07-05T14:17:15Z")

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I’m looking for a workaround for bug: Unreal Engine Issues and Bug Tracker (UE-72891) I see one post on this: Workaround for client crash on seamless travel UE-72891 - Programming & Scripting - Epic Developer Community …

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## [Why don't events work with GPU on Niagara!](https://forums.unrealengine.com/t/why-dont-events-work-with-gpu-on-niagara/445481)

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**Author:** [@Bigtyler2010](https://forums.unrealengine.com/u/Bigtyler2010)\
**Replies:** 0\
**Last updated:** [March 18, 2019, 3:56am UTC](https://forums.unrealengine.com/t/why-dont-events-work-with-gpu-on-niagara/445481 "2019-03-18T03:56:42Z")

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This is an issue i would love to find a workaround for. I have been working on several Niagara systems but I cant send an event if the sim is running on GPU. so I’m stuck with the CPU profiling and that doesn’t get along…

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## [Is there any workaround for the Visual Studio 2017 15.9+ requirement for UE4.21?](https://forums.unrealengine.com/t/is-there-any-workaround-for-the-visual-studio-2017-15-9-requirement-for-ue4-21/442425)

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**Author:** [@anonymous\_user\_4965f77a](https://forums.unrealengine.com/u/anonymous_user_4965f77a)\
**Replies:** 0\
**Last updated:** [January 30, 2019, 10:53pm UTC](https://forums.unrealengine.com/t/is-there-any-workaround-for-the-visual-studio-2017-15-9-requirement-for-ue4-21/442425 "2019-01-30T22:53:28Z")

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In WindowsPlatformCompilerSetup.h, there is a static\_assert that checks: static\_assert(\_MSC\_VER != 1914 && \_MSC\_VER != 1915, "Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect …

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## [Apply Damage with more than 1 value at the time? Workaround](https://forums.unrealengine.com/t/apply-damage-with-more-than-1-value-at-the-time-workaround/440756)

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**Author:** [@Tanaka\_Miwa](https://forums.unrealengine.com/u/Tanaka_Miwa)\
**Replies:** 6\
**Last updated:** [January 11, 2019, 6:33pm UTC](https://forums.unrealengine.com/t/apply-damage-with-more-than-1-value-at-the-time-workaround/440756 "2019-01-11T18:33:04Z")

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Hey, I’m currently stuck with the Problem that I can send only one value/variable with a single call of ApplyDamage, while I Need 2-3 variables being transfered with the same cast. As an example an armor piercing attack…

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## [GetHitResultUnderCursorForObjects and EObjectTypeQuery in C++](https://forums.unrealengine.com/t/gethitresultundercursorforobjects-and-eobjecttypequery-in-c/421599)

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**Author:** [@SausagesSizzling](https://forums.unrealengine.com/u/SausagesSizzling)\
**Replies:** 1\
**Last updated:** [January 2, 2019, 7:40pm UTC](https://forums.unrealengine.com/t/gethitresultundercursorforobjects-and-eobjecttypequery-in-c/421599 "2019-01-02T19:40:29Z")

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There are a few questions discussing EObjectTypeQuery on the AnswerHub that were never answered but they are fairly old so I am hoping something has changed in the meantime. I am trying to use GetHitResultUnderCursorForO…

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## [Is there a way to enable/diasble a plugin midgame ?](https://forums.unrealengine.com/t/is-there-a-way-to-enable-diasble-a-plugin-midgame/407605)

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**Author:** [@Foxero](https://forums.unrealengine.com/u/Foxero)\
**Replies:** 3\
**Last updated:** [November 30, 2018, 3:39am UTC](https://forums.unrealengine.com/t/is-there-a-way-to-enable-diasble-a-plugin-midgame/407605 "2018-11-30T03:39:45Z")

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So im using the google vr plugin from inside the engine but the moment i open this turns the entire porject to vr and i only. So im working on a puzzle game and i require only one level to be vr because i have bot ar and…

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## [Workaround: Broken orthographic camera](https://forums.unrealengine.com/t/workaround-broken-orthographic-camera/403311)

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**Author:** [@d.oelert](https://forums.unrealengine.com/u/d.oelert)\
**Replies:** 2\
**Last updated:** [November 17, 2018, 1:52am UTC](https://forums.unrealengine.com/t/workaround-broken-orthographic-camera/403311 "2018-11-17T01:52:46Z")

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As I am trying to construct a 2D/3D hybrid RPG (“The Last Night”-esque), I am running into several problems right now. My preferred camera would be orthographic and that has been broken since about 2,5 years. Nobody see…

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## [reCaptchas not working in In-Game Browser](https://forums.unrealengine.com/t/recaptchas-not-working-in-in-game-browser/437445)

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**Author:** [@mrbandler](https://forums.unrealengine.com/u/mrbandler)\
**Replies:** 0\
**Last updated:** [November 11, 2018, 4:55pm UTC](https://forums.unrealengine.com/t/recaptchas-not-working-in-in-game-browser/437445 "2018-11-11T16:55:43Z")

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Hi there, I was wondering if anybody had this problem too, and somebody found a workaround for this? Or if somebody knows if this is a limitation of the Chromium Embedded Framework (CEF)? Greetings, mrbandler

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## [Just downloaded and installed unreal engine(MacBook Pro (13-inch, Early 2011), 2.3 GHz Intel Core i5Intel HD Graphics 3000 384 MB),engine does not open,"requires a compatable graphics card". Is there a workaround for this ereor? :)](https://forums.unrealengine.com/t/just-downloaded-and-installed-unreal-engine-macbook-pro-13-inch-early-2011-2-3-ghz-intel-core-i5intel-hd-graphics-3000-384-mb-engine-does-not-open-requires-a-compatable-graphics-card-is-there-a-workaround-for-this-ereor/419787)

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**Author:** [@jishnuthewalker](https://forums.unrealengine.com/u/jishnuthewalker)\
**Replies:** 2\
**Last updated:** [October 29, 2018, 9:10pm UTC](https://forums.unrealengine.com/t/just-downloaded-and-installed-unreal-engine-macbook-pro-13-inch-early-2011-2-3-ghz-intel-core-i5intel-hd-graphics-3000-384-mb-engine-does-not-open-requires-a-compatable-graphics-card-is-there-a-workaround-for-this-ereor/419787 "2018-10-29T21:10:20Z")

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I have just downloaded and installed unreal engine on my MacBook Pro\[(13-inch, Early 2011), 4 GB 1333 MHz DDR3, Intel HD Graphics 3000 384 MB.\], The error message says that a compatible graphics card is required …

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## [Deferred Decal on Translucent Mesh Workaround](https://forums.unrealengine.com/t/deferred-decal-on-translucent-mesh-workaround/421144)

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**Author:** [@playhouse](https://forums.unrealengine.com/u/playhouse)\
**Replies:** 1\
**Last updated:** [September 13, 2018, 7:26pm UTC](https://forums.unrealengine.com/t/deferred-decal-on-translucent-mesh-workaround/421144 "2018-09-13T19:26:07Z")

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I’m trying to get bullet hole decals to show up over translucent objects, and after looking around I’ve only found one workaround suggested for this but am having a problem getting the suggested workaround to actually wo…

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## [Crash on UE4Editor-Navmesh.dll](https://forums.unrealengine.com/t/crash-on-ue4editor-navmesh-dll/411941)

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**Author:** [@Kyeongho\_Park](https://forums.unrealengine.com/u/Kyeongho_Park)\
**Replies:** 13\
**Last updated:** [August 12, 2018, 4:26am UTC](https://forums.unrealengine.com/t/crash-on-ue4editor-navmesh-dll/411941 "2018-08-12T04:26:30Z")

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Reproduced with: Visual Studio 2017(15.5.1) UE 4.18.1-release Development Editor, Win64 I've built UE by myself without any problem, but if I try to cook a sample project it crashes on: UnrealEngine\\Engine\\Source\\Ru…

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## [How can I make nested foliage?](https://forums.unrealengine.com/t/how-can-i-make-nested-foliage/428590)

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**Author:** [@antikarin](https://forums.unrealengine.com/u/antikarin)\
**Replies:** 0\
**Last updated:** [July 3, 2018, 8:10am UTC](https://forums.unrealengine.com/t/how-can-i-make-nested-foliage/428590 "2018-07-03T08:10:30Z")

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I am using 3ds max with Forest Pack, and I use one branch to make a bush to scatter around. One “foliage” object to scatter in another “foliage” object. I use Datasmith and it translates the first scatter object, but not…

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## [{request} Reroute nodes: forced direction, visualizing direction;](https://forums.unrealengine.com/t/request-reroute-nodes-forced-direction-visualizing-direction/423348)

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**Author:** [@irvnriir](https://forums.unrealengine.com/u/irvnriir)\
**Replies:** 0\
**Last updated:** [April 23, 2018, 1:15pm UTC](https://forums.unrealengine.com/t/request-reroute-nodes-forced-direction-visualizing-direction/423348 "2018-04-23T13:15:11Z")

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1st request is: ability to set connecting direction of reroute nodes, here is small workaround im using ,to explain when it could be used https://4.downloader.disk.yandex.ru/preview/80f00471fdf26ce7bc481e3fa370ecbc05de4…

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## [Can't play in editor when performing Resize Widget Operation](https://forums.unrealengine.com/t/cant-play-in-editor-when-performing-resize-widget-operation/420900)

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**Author:** [@Feureau](https://forums.unrealengine.com/u/Feureau)\
**Replies:** 1\
**Last updated:** [March 26, 2018, 6:46pm UTC](https://forums.unrealengine.com/t/cant-play-in-editor-when-performing-resize-widget-operation/420900 "2018-03-26T18:46:52Z")

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Keeps giving me the error “Can’t play in editor when performing Resize Widget Operation” even though the asset is saved and closed. Workaround: restart Unreal Engine UE4 4 editor

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## [\[4.18.2\] Spline mesh components don't move with attach parent](https://forums.unrealengine.com/t/4-18-2-spline-mesh-components-dont-move-with-attach-parent/412199)

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**Author:** [@Nightmask3](https://forums.unrealengine.com/u/Nightmask3)\
**Replies:** 3\
**Last updated:** [December 15, 2017, 7:34pm UTC](https://forums.unrealengine.com/t/4-18-2-spline-mesh-components-dont-move-with-attach-parent/412199 "2017-12-15T19:34:35Z")

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Haven’t used spline meshes for a bit so uncertain if this is a new bug or a regression or something, but currently any spline mesh components do not move with their attach parent in the components panel, when the actor i…

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## [VR Editor view problem with r.ScreenPercentage != 100](https://forums.unrealengine.com/t/vr-editor-view-problem-with-r-screenpercentage-100/410392)

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**Author:** [@RVillani](https://forums.unrealengine.com/u/RVillani)\
**Replies:** 1\
**Last updated:** [November 30, 2017, 7:23pm UTC](https://forums.unrealengine.com/t/vr-editor-view-problem-with-r-screenpercentage-100/410392 "2017-11-30T19:23:30Z")

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\##Problem Using the VR Editor mode with r.ScreenPercentage other than 100 produces a view problem, like it isn’t adapted to the screen, allowing us to see the black borders outside the viewport area. Also, it’s displaye…

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## [How to compile Actor Sequence Editor Plugin to 32bit](https://forums.unrealengine.com/t/how-to-compile-actor-sequence-editor-plugin-to-32bit/406893)

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**Author:** [@anonymous\_user\_b31ef0ba](https://forums.unrealengine.com/u/anonymous_user_b31ef0ba)\
**Replies:** 0\
**Last updated:** [October 12, 2017, 10:18pm UTC](https://forums.unrealengine.com/t/how-to-compile-actor-sequence-editor-plugin-to-32bit/406893 "2017-10-12T22:18:15Z")

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Lets get straight to the point. I’ve recently finished a project which contains tons and tons of actor sequences and such. I can package a shipping build for distribution (Windows 64-bit) without any inconvenience. Ho…

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