I am running 5.3 and am experiencing a new behavior where if I copy and paste an object editing that object edits the original object as well.
I tried searching to find a solution but everything directs me to a break mesh instancing node and I don’t really even get if that applies to the issue I am having.
It’s been a while since I modeled in UE but probably 6 months ago in something between 5.0 and 5.2 I was doing modeling where I would copy an object like say for the foundation of a house, paste it, and then move it up, position it to be the flooring surface or that kind of thing.
So it used to behave how I wanted. Now editing the duplicated or pasted component applies the same edits to the original component.
What changed?
Hey there @Yoshimitsuspeed1! So when you first edit a static mesh with the mesh editing tools, it makes a copy of that mesh and places it elsewhere in the content browser. Next time you edit this, even a duplicate in outliner will always edit that specific Static mesh.
To circumvent this, go into the meshes details, then to it’s location in the content browser, duplicate it’s asset, then place/work on the new version.
This wasn’t the behavior just a couple months ago and it seems really inconvenient.
The last time I tried to model a more complex design I would just copy and paste then modify the new shape.
Let’s say I wanted to model a window in a wall and first I used a box thicker than the wall to cut the shape.
Then I could duplicate that shape, change the dimensions slightly to be a window sill. Then I could copy the cutting box shape again, make it thinner, and have it be the window. All without moving anything because it is already in the right position.
If I duplicate the asset then place it back in the scene this is a lot more work and time.
If I did this is there a way to do this so that it is placed in it’s original position in the scene? Or would I also need to go back in and copy and paste location position and angle?
It seems really annoying and counterintuitive that UE would decide to do this different than other modeling tools that work really well. For example Blender works in the way I described above and being able to copy a shape and use that shape in it’s existing position to create your next shape building off that is what makes the workflow functional.
I agree it does seem counterintuitive for modeling quickly and blocking out copying other pieces. I didn’t use the modeling toolkit too much prior to 5.0, so I was unaware that it had changed. Looking into if there’s a native way to adjust that without source edits.
I am fairly positive it was in 5.0 or 5.1 that I was modeling a house with it working the same way it does in Blender and other programs. Like make a box and position to cut an angled roof on a building. Copy or duplicate and resize to be the main roof structure. Duplicate and move down for inner drywall. Duplicate and move up for roofing panels.
Had it been behaving like it is now I would remember and would have given up.