# Converting a hierarchical group of static meshes into a blueprint?

**URL:** <https://forums.unrealengine.com/t/converting-a-hierarchical-group-of-static-meshes-into-a-blueprint/364635>\
**Category:** Blueprint\
**Tags:** hierarchy, parenting, unreal-engine, staticmesh, Blueprint, question\
**Created:** [July 20, 2016, 11:52pm UTC](https://forums.unrealengine.com/t/converting-a-hierarchical-group-of-static-meshes-into-a-blueprint/364635 "2016-07-20T23:52:42Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_6dd044d41](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6dd044d41](https://forums.unrealengine.com/u/anonymous_user_6dd044d41)\
**Post date:** [July 20, 2016, 11:52pm UTC](https://forums.unrealengine.com/t/converting-a-hierarchical-group-of-static-meshes-into-a-blueprint/364635/1 "2016-07-20T23:52:42Z")

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Currently i have a object consisting of many static meshes (that are also parented to eachother) in my scene.  
However in order to drive this object i have to put this collection in Blueprint.

The problem is that when i use “Convert Selected Components to blueprint class” i lose all Hierarchy/parenting.  
Normally this would be an easy fix of dragging the objects back into their intended structure, however, in this situation i have a collection of 440 static mesh actors that need to be converted while maintaining the hierarchy.

Is there a way to do this without losing all structure information?

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**Author:** ![Gaidline](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gaidline/32/754668_2.png) [@Gaidline](https://forums.unrealengine.com/u/Gaidline)\
**Post date:** [August 4, 2016, 2:02pm UTC](https://forums.unrealengine.com/t/converting-a-hierarchical-group-of-static-meshes-into-a-blueprint/364635/2 "2016-08-04T14:02:22Z")

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Did you try to make a group (Ctrl + G) from hierarchical group of static meshes and than create a Blueprint?

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**Author:** ![anonymous\_user\_6dd044d41](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6dd044d41](https://forums.unrealengine.com/u/anonymous_user_6dd044d41)\
**Post date:** [August 4, 2016, 2:08pm UTC](https://forums.unrealengine.com/t/converting-a-hierarchical-group-of-static-meshes-into-a-blueprint/364635/3 "2016-08-04T14:08:58Z")

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tried that and the basic parenting, and both had little effect.

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**Author:** ![anonymous\_user\_9505ddd81](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9505ddd81](https://forums.unrealengine.com/u/anonymous_user_9505ddd81)\
**Post date:** [July 6, 2017, 12:58pm UTC](https://forums.unrealengine.com/t/converting-a-hierarchical-group-of-static-meshes-into-a-blueprint/364635/4 "2017-07-06T12:58:13Z")

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Did you find the solution?
