So for I can build houses with parts but building it all put together in your 3d modeler wont work in UE4 UNLESS Its a house to just look at but never going to enter it.
Huh?
I’m not sure what you’re saying…
I’m building wall by wall in the engine so I can generate collisions for each part. Then I don’t have to make collisions for every variation of the buildings in 3DS.
In UDK I could right click and create a prefab which would be put in the content browser, Then I could export the fbx and retopologize it using software like Maya or 3d-Coat. I’m asking if that can be done in ue4.
Ok coool! But how do I get a group of objects from the editor and save them as a single object into the content browser? In UDK you right clicked on a group of meshes and then clicked “create prefab” which would group all the assets in to one single asset, and save it in to the content browser.
You can create something similar to the UDK prefab by turning you group of objects into a blueprint asset. There is a button in the details panel when you have multiple actors selected. It’s still not the same as the prefabs in UDK though as only things that can be made into a component will be added to the blueprint (Geometry, volumes, etc will not work). (Edit: Just realized that maybe this was the case with UDK prefabs as well)
Not sure if it is possible to export all of a blueprints components as a single mesh though so it may be a bit more work to get the LOD made. You probably also need to make some blueprint code to have the meshes switch to the single mesh LOD (This can be reused on all your “prefabs” through inheritance though).