Reversible Mesh Merger is a non-destructive batch merging tool for Unreal Engine 5.
It solves two issues with the regular mesh merge workflow
Merging many individual meshs is slow, requires browsing for path every time and waiting for merge
Merging is destructive, painful to make changes later
It wraps Unreal's built-in Merge Actors workflow and adds the a button to undo the merge.
Tag the actors you want optimised, click Optimize, and the static mesh actors are merged into single low-draw-call actors. Want to edit one later? Select it, hit Ctrl+Alt+R, and the original is back.
It was built to work with scenes using a large number of SplineMeshActors and Smart Spline Generator, where hundreds of mesh segments per spline pile up fast — but it works on any actor with multiple StaticMeshComponents.
What it does:
• Tag-based workflow — add the "optimise" tag to any actor (level actor, blueprint, spline) to mark it for optimisation
• Batch merge — Ctrl+Shift+O collapses every tagged actor into a single optimised static mesh
• Restore anything, anytime — Ctrl+Shift+R restores everything; Ctrl+Alt+R restores only what you have selected
• Persistent state — stored on a component on the merged actor, so it survives editor restarts. No external data files
• Cooked-build clean — originals are flagged editor-only and don't ship in packaged builds; only the merged result does
Real numbers:
In the test scene shown above: 5,031 draw primitive calls dropped to 499 after a single Ctrl+Shift+O. Same scene, same triangles, ~10x fewer draw calls. (and I think many of the remaining 500 are editor overhead)
Hotkeys:
• Ctrl+Shift+O — optimise tagged actors
• Ctrl+Shift+R — restore all optimised actors
• Ctrl+Alt+R — restore selected optimised actors
Compatibility:
• Unreal Engine 5
• Editor-only plugin — zero runtime cost
• Windows
• Pairs naturally with Smart Spline Generator and any modular kit workflow