Overall, the ability to convert Map / Level prototypes to BP’s, is one of the most useful long-supported features of UE. For example, it lets devs build mini-levels without having to deal with all the gotchas / catches of level-streaming (esp Singleplayer vs Multiplier differences). It has a few drawbacks though. Certain actors / components never properly convert fully. For example, Target-Points and Notes will both convert differently (to sprites). And Trigger boxes to Box Collision etc. Plus actor-tags are lost. Often this also has a knock-on effect of breaking the object hierarchy or parenting in the level (especially problematic if there’s a strict hierarchy and you have lots of actors in the level). Anyway, too late for UE4 now, but an early request for UE5… This feature could even apply to converting BP’s back to Maps / Levels as well… Thanks!
A larger question is, why are Levels different from BP’s anyway. Why not make Map-Level Actors / Components match BP Actors / Components identically? Including offering Landscapes as BP components too if the requests are there. it would also help when building BP Levels to have the BP viewport match the Level viewport more closely with more flexi options the Level editor offers (hiding actors;)). For example, the ability to select-all-matching-meshes-with-same-material or replace-selected-actors-with) or grouping. There’s far more possibilities too like Splines and Lights. But even just the basics involving Meshes would help. Thanks in advance again!
The existing convert tool also doesn’t offer anything to help converting Level-BP to Actor-BP as regards scripting. With the old actors all now newly created components, code breaks instantly and there’s no automated / semi-automated process or tools to help. See this post below…
Fixes to Copy / Paste (duplicating BP components vs Level actors). Overall, as hinted the BP editor could really benefit from having more of the features of the Level editor, such as right-click on a mesh -> Paste-Here / Pivot-Offset-Here / Duplicate etc. But beyond that there are glitches / bugs that are hard to explain. Maybe this has been addressed in more recent version of UE, but if you copy / paste a series of meshes sized and spaced into a grid for example, the pasted components in the BP editor all lose their proper transforms. Why? It appears Copy / paste is re-parenting the pasted components under one of the other selected meshes. The only workaround is to copy / paste BP components individually!:mad: