- Documentation
- Locus
- Known Limitations
Known Limitations
This page lists accepted user-relevant limits for Locus 1.3. It does not list resolved defects, internal validation findings, or deferred features.
Document Editor sessions
Section titled “Document Editor sessions”Open Document Editor tabs are session-only. They do not restore automatically after Unreal Editor restarts. Reopen the required Documents from the Documents workspace or Content Browser projection.
Documents inline editing
Section titled “Documents inline editing”Editing in Read Mode is limited to blocks and source ranges that Locus can
prove safe to change. Supported cases include eligible plain paragraphs and
#-style headings, the text of eligible list items, and eligible paragraphs
that contain valid Locus references. Other content keeps its normal Read
presentation without an inline edit affordance; use Edit Mode to change it.
Paragraph/Heading conversion and Delete Block apply to eligible paragraphs
and headings. Delete Item is limited to simple list items; an item that owns
nested or other structural content cannot be deleted through that action.
Python Developer API
Section titled “Python Developer API”Interactive and unattended Python require Unreal Engine 5.6 or newer. Python is unsupported on UE 5.4 and 5.5 because those Engine versions have a verified reflection limitation in the Python invocation path. Core Locus, C++, Blueprint, and MCP remain supported on UE 5.4 and 5.5.
Level Pins and world contexts
Section titled “Level Pins and world contexts”Certified persistent Pin support is limited to saved project-owned /Game/...
worlds. Basic use in a loaded, saved project-owned World Partition world is
supported, but advanced World Partition contexts are not certified. Do not rely
on Pins for plugin-mounted maps, unloaded regions or external-actor anchors,
Data Layer-specific behavior, Level Instances, unsaved/transient/preview/PIE
worlds, or world rename/redirect recovery. Classic streaming-sublevel Pin
ownership is supported; Level Instance Pin ownership is not supported.
Pin snapshots
Section titled “Pin snapshots”Each Pin can have one optional viewport Snapshot. Capture and update require an
available perspective Level Editor viewport and are unavailable during PIE.
Snapshots are not general attachments, do not capture remote content, and are
removed with their parent Pin. Shared Snapshot images have their own
source-control state; Private Snapshots remain local beneath Saved.
Actor references
Section titled “Actor references”Actor reference authoring is limited to dropping exactly one eligible loaded
Actor from the World Outliner into an editable Note or Document. There is no
Actor entry in Insert Reference, no @ Actor picker, and no Actor support
in the Developer, Automation, or MCP APIs. Activating an unloaded World
Partition Actor frames its descriptor bounds without loading or pinning it.
Actors inside Level Instances and unsupported transient or preview worlds
cannot be referenced.
Pin comments
Section titled “Pin comments”Pin comments are a flat chronological record. Existing comments cannot be edited or deleted, and there are no threads, reactions, mentions, or notifications.
Batch Pin operations
Section titled “Batch Pin operations”Batch actions do not convert Pins between Shared and Private scope. Batch Assign uses the available assignee choices; it does not provide free-text assignees or people management. Batch edits are unavailable when any selected Pin cannot be edited or checked out through its normal editing path.
Document path changes
Section titled “Document path changes”Document rename and move are available in Local Mode and while a file is local and Untracked. They are disabled after the Document is Marked for Add or known to be provider-controlled because Locus does not perform provider-neutral depot moves or transfer open state between paths.
Source Control providers
Section titled “Source Control providers”Perforce is the live-certified provider. Other Unreal Source Control providers are best effort and unvalidated; validate them in a disposable project before relying on them. Locus does not submit changes, sync workspaces, manage changelists, or edit provider configuration.
Private and recovery data
Section titled “Private and recovery data”Private Notes, Private Pins, and recovery snapshots are stored beneath the
project Saved hierarchy. Deleting or cleaning Saved can permanently remove
that content. Back up anything that cannot be recreated.
Platforms and packages
Section titled “Platforms and packages”Locus 1.3 supports Win64. macOS and Linux are not supported release platforms. Packages are Engine-minor-specific and must match the project’s Unreal Engine version.