It's likely that this bug has been around for quite a while. The user reports that the issue could possibly be in FCustomizableTextObjectFactory::ProcessBuffer, but this seems more like it could be in the SCSEditor(to be subobject editor) when you paste nodes into a different SCS tree.  I've confirmed that this is not a part of the Subobject editor. FComponentEditorUtils::GetComponentsFromClipboard only returns a single object, and the mesh property is incorrect. 

Steps to Reproduce
  1. Add two sphere static meshes to a level
  2. Select them in the world outliner and copy them (Ctrl + C)
  3. Open a blueprint
  4. Click onto the default scene root
  5. Paste (Ctrl + V)


Only one static mesh is pasted with an incorrect name and no static mesh property set


Both static meshes would be pasted under the default scene root with their old names and properties set.

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ComponentUE - Editor - Workflow Systems
Affects Versions4.265.0
CreatedApr 29, 2021
ResolvedSep 12, 2023
UpdatedJan 22, 2024