Description

Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder name.
This can be verified by, after copying a Folder from the Outliner that contains spaces, pasting the clipboard contents in a text editor.
For instance, creating a folder called My Folder and copying it will give us:
Begin FolderList
Folder=My Name
End FolderList
Once pasting this back into the Outliner, the created folder will be called My.
If add the double quotes, changing the text to:
Begin FolderList
Folder="My Name"
End FolderList
And copying it, by pasting this to the Outliner, we end up with a folder called "My Folder".

I've tracked the missing double quotes. Please check \UE_5.6\Engine\Source\Editor\SceneOutliner\Private\SSceneOutliner.cpp#L1857
SSceneOutliner::ExportFolderList()

Steps to Reproduce

Open a blank project
On the Outliner, create a folder with two words separated by a space (i.e. "My Name")
With the folder selected, copy (CTRL+C)
Paste (CTRL+V) the contents of the clipboard onto the Outliner
A folder with the first word of the copied folder (i.e. "My") will be created
Paste (CTRL+V) into a text processor
Verify there is not double quotes enclosing the folder name (i.e. Folder=My Name)

Expected result: pasting should create a folder with the same name of the copied folder
Actual result: only the first word is used

Callstack

> UnrealEditor-SceneOutliner.dll!SSceneOutliner::ExportFolderList(TArray<FName,TSizedDefaultAllocator<32>> InFolders) Line 1852 C++
UnrealEditor-SceneOutliner.dll!SSceneOutliner::CopyFoldersToClipboard(const TArray<FName,TSizedDefaultAllocator<32>> & InFolders, const FString & InPrevClipboardContents) Line 1597 C++
UnrealEditor-SceneOutliner.dll!SSceneOutliner::CopyFoldersEnd() Line 1583 C++
[Inline Frame] UnrealEditor-SceneOutliner.dll!Invoke(void(FActorBrowsingMode::*)()) Line 66 C++
[Inline Frame] UnrealEditor-SceneOutliner.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FActorBrowsingMode::*)() &) Line 320 C++
UnrealEditor-SceneOutliner.dll!V::TBaseRawMethodDelegateInstance::ExecuteIfSafe() Line 547 C++
[Inline Frame] UnrealEditor-UnrealEd.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast() Line 258 C++
UnrealEditor-UnrealEd.dll!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() Line 1080 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec_Edit(UWorld * InWorld, const wchar_t * Str, FOutputDevice & Ar) Line 1595 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 718 C++
UnrealEditor-LevelEditor.dll!FLevelEditorActionCallbacks::ExecuteExecCommand(FString Command) Line 2176 C++
[Inline Frame] UnrealEditor-LevelEditor.dll!Invoke(void[Image Removed](FString) &) Line 47 C++
[Inline Frame] UnrealEditor-LevelEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int,0>,FString>::ApplyAfter(void[Image Removed](FString) &) Line 320 C++
UnrealEditor-LevelEditor.dll!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,FString>::ExecuteIfSafe() Line 801 C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 635 C++
UnrealEditor-Slate.dll!FUIAction::Execute() Line 139 C++
UnrealEditor-Slate.dll!FUICommandList::ConditionalProcessCommandBindings(const FKey Key, bool bCtrl, bool bAlt, bool bShift, bool bCmd, bool bRepeat) Line 235 C++
UnrealEditor-Slate.dll!FUICommandList::ProcessCommandBindings(const FKeyEvent & InKeyEvent) Line 179 C++
UnrealEditor-LevelEditor.dll!SLevelEditor::OnKeyDown(const FGeometry & MyGeometry, const FKeyEvent & InKeyEvent) Line 1841 C++
[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2>::operator()(const FArrangedWidget &) Line 4849 C++
UnrealEditor-Slate.dll!??$Route@VFReply@@VFBubblePolicy@FEventRouter@@UFKeyEvent@@V<lambda_2>@?BG@??ProcessKeyDownEvent@FSlateApplication@@QEAA_NAEBU4@@Z@@FEventRouter@@SA?AVFReply@@PEAVFSlateApplication@@VFBubblePolicy@0@UFKeyEvent@@AEBV<lambda_2>@?BG@??ProcessKeyDownEvent@2@QEAA_NAEBU4@@Z@W4ESlateDebuggingInputEvent@@@Z(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 461 C++
[Inline Frame] UnrealEditor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 430 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4845 C++
UnrealEditor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4756 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2886 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 3570 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 2725 C++
[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 1716 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1722 C++
[External Code]
[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116 C++
UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5554 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 60 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 187 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 271 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 339 C++
[External Code]

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Unresolved
ComponentUE - Editor - Workflow Systems
Affects Versions5.55.6
CreatedJun 10, 2025
UpdatedJun 16, 2025
View Jira Issue