Actor Paste / Guides

Blueprint actors and attachments

v1.1.0Editor plugin
  • UE 5.5–5.8
On this pageKeep an actor's behaviorCopy only its piecesPreserve an attachment hierarchyCheck actor referencesPaste below a component

Keep an actor's behavior#

Leave Blueprint Actors set to Child Actor Component when copying a Blueprint actor with gameplay behavior.

The pasted child keeps its Blueprint class and the changes made to that instance in the level. Test its behavior as part of the destination actor before saving.

Copy only its pieces#

Choose Flatten To Components when the Blueprint is a container for geometry and you want to edit the pieces individually.

The resulting components do not carry the original actor's graph behavior. Use the child-actor option for an interactive prop that needs to keep its logic.

Preserve an attachment hierarchy#

Copy the parent and its attached children together. Their attachments within the copied set are kept.

If you omit an actor's attachment parent, that external attachment is not retained. The copied actor keeps its placement relative to the chosen pivot.

Blueprint actors kept as child actor components are the exception. A child actor component always pastes at the top level, and actors attached to that Blueprint actor paste unattached, in the right place. Re-attach them in the Components panel, or choose Flatten To Components when the hierarchy matters more than the actor's behavior.

Check actor references#

Attachments and actor-reference variables are different. A variable that points at another copied actor may be empty after pasting. Review and reconnect those relationships in the destination Blueprint.

Paste below a component#

Select the root before pasting to add the pieces under it. With another component selected, the editor adds the pasted pieces beside that component, under the same parent.

To place the pieces under a particular component, paste with the root selected, then drag them onto that component in the Components tree. Test the assembled actor in the level.

See Troubleshooting if the behavior or placement differs from the original.

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