Break-unlink-remove meshes from blueprint

Hey to all, newbie question again.
I have a car which i added in a blueprint so i can have my project more organize i should say. But when i edit this blueprint for ex. to change a color on a mesh, it takes too long to make changes and i want to remove this car from the blueprint and brint in my scene as it was before i made the blueprint. Is this possible or i need to make the car from scratch?
Thanks in advance.

The mesh should still be in the content browser, and you can just get it from there ?

It is in the Content Browser, but what about all the changes and materials that applied?
I have to make it from scratch.
And the outliner, replaced all that meshes with the blueprint :frowning:

If I put a cube and a cylinder in the level, and convert them into a blueprint, the meshes of the cube and cylinder aren’t affected?

I better show you some printscreens from my project.
In the blueprint, the mesh looks like it has a material. When i browse the static mesh to the Content Browser, no material applied.
So, i can’t drag n drop and make all these from scratch. That’s why i ask if there is something like break BP or bring the meshes to Outliner as it was before the BP.
Do i miss something here? Thanks for your replies ClockworkOcean. Appreciated!!


I see what you’re saying :slight_smile:

You could apply the material to all the separate parts, I guess. Quicker if you write a utility.

But no, there is no, ‘break the blueprint’ functionality :frowning:

It is a better idea to have all this in a BP, though. For ease of use. Unless it’s a sort of showroom scene.

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Thanks so much! I love to keep it all in BP, but when i select a mesh inside this BP, takes to long to select it and make changes. I guess BP is heavy because too much meshes? Don’t know… thank you again… much appreciated!!

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