misc
Cross-cutting editor conveniences (cameras, playback speed, splines, post-process volumes).
What it's for
misc is the catch-all for small editor primitives that don't earn a namespace of their
own: spawning viewport cameras and setting their field of view, slowing down or speeding up the
running world with time dilation, dropping post-process volumes into a level, forcing a viewport
resolution, saving a camera bookmark, and adding a spline component to a Blueprint.
Reach for it when a task needs one of these one-off conveniences and you don't want to hunt for a more specialized route. Cameras and post-process volumes let you set up a scene or match a screenshot to a target size; time dilation is handy for inspecting fast motion in slow-mo.
A second cluster here configures replication on a Blueprint's actor CDO — replication flags,
replicated variables, RPCs, net update frequency, and net cull distance. These are grouped in
misc rather than blueprint because they set runtime networking behavior,
not graph or class structure; each one recompiles the Blueprint after the change.
Some methods are deliberate near-duplicates of typed routes elsewhere. Prefer
editor.create_bookmark for viewport bookmarks, blueprint.scs.add_component
for the general component case, and property.set to configure an actor's properties
after you spawn it; the misc variants exist for symmetry and the common shortcut.
Examples
Place a camera and set its field of view
Spawn a camera actor in the level, then widen its FOV to frame the shot.
You: Add a camera called HeroCam looking down the hallway, then set its FOV to 75.
call("misc.create_camera", {cameraName:"HeroCam",
location:{x:0, y:0, z:200}, rotation:{pitch:-10, yaw:90, roll:0}})
→ {ok:true, actor:"HeroCam"}
call("misc.set_camera_fov", {cameraName:"HeroCam", fov:75})
→ {ok:true}
Done. HeroCam spawned and set to a 75° field of view.
Slow the game down to inspect fast motion
Dial world time dilation below 1.0 to watch a quick animation in slow motion.
You: Put the world into half-speed slow-mo so I can see the impact.
call("misc.set_game_speed", {speed:0.5})
→ {ok:true, timeDilation:0.5}
Done. World time dilation set to 0.5 (half speed).
Drop in a post-process volume and grade it
Spawn an unbound post-process volume, then adjust its look with the settings struct.
You: Add an unbound post-process volume that bumps bloom and saturation.
call("misc.create_post_process_volume", {volumeName:"GradePPV",
unbound:true, priority:1,
settings:{bloomIntensity:1.5, saturation:1.2}})
→ {ok:true, actor:"GradePPV"}
Done. GradePPV added, unbound, with bloom and saturation raised.