I am trying to bulk replace tree proxies from my CAD software with tree meshes in UE. The proxies have the desired size of the replaced tree. I have proxy meshes inside actors with an applied scale (size of the tree in metres).
Making an editor utility blueprint sounds like a possible approach, but I’m very new to UE and need some help setting it up. I believe what is needed is for the target tree to be scaled to a Z height of 100 before it’s replaced. Then once the static mesh actor inside the scaled actor gets replaced with a tree 100cm high, the tree will get scaled to the correct height based on the parent actor scale (9.94 x 100cm in this example).
Or another option is to get the scale of the actor (e.g. 9) and getting the Z component of the bounding box of the target tree mesh (e.g. 1800cm), then applying a scale to the replaced tree from the formula:
(actor scale x 100) / bounding box Z
This would result in 0.5 in this case, so the replaced tree would have a final height of 900cm.
How can this be automated so i can replace thousands of trees at once? I plan on using the Megascans trees and I don’t want to actually edit the tree meshes to 100cm height.