Hello all,
I want to simplify some meshes in Dataprep through an operation. For that, I need to convert the static meshes into dynamic meshes and back.
I have tried using “Create Asset” with the dynamic mesh class, but the editor crashes when I try to use the resulting asset.
I figured out how to convert Static mesh to Dynamic mesh using CreateDynamicMeshPool, but I still need help with converting it back.
I’m getting the errror: “Cannot modify built-in Engine asset” when using CopyMeshtoStaticMesh.
Hello Tim,
we are aware of this limitation. While using dataprep you are in a sandbox, the created staticmeshes are transient and UE wont allow you to write back your dynamic mesh into the original static mesh.
We have some tickets to resolve those but they are not high priority.
Is there any sort of workaround you’re aware of? Similarly to OP, I need to convert the Datasmith static mesh to dynamic mesh so I can split the geometry by connected faces.
Is this possible or am I chasing something that’s not feasible?
You can do that but outside of dataprep.
You can make an editor utility widget to hold your operation and execute that on asset your are picking from the content folder for example.
This will detach the elements, rename each one and increment the suffix per loop. I’m not experienced with blueprints so this may be over the top, but it works.
One question though - what is the dynamic mesh pool and why are we using here? I can’t find any information that covers why it needs to be used.
I am happy to hear you got it working.
You need to convert mesh to dynamic mesh to perform any modelling operation on them.
Apparently the dynamic mesh pool is the recommended way to get allocated dynamic meshes.
Adding some more info to this thread as it’s the top Google search for this issue. I made a small tutorial and example of connecting Dataprep and Geometry Script via Editor Utilities as Flavien recommended. You can daisy-chain them together and essentially still have a one-click ability to re-run the Dataprep recipe and then run the Geometry edits.
My method was with tags. You can tag actors via Dataprep and then find those tagged actors via editor utilities and modify their assets.