is it possible to take smaller imported geometry pieces attach them to other smaller geometry pieces, then create geometry folder for the shape that it makes afterward? sorry if I worded this weird and if you can’t make since out of it, I will try rewording it.
Hi,
Hmm. From what I can get out of your description,
it sound pretty much like Blueprints.
If you mean by folder something like a container, then yes, Blueprints server that purpose as well.
If you just want to manage them in terms of what is in your scene, you can group them and/or put them into folders in your scene outlier.
Cheers,
Klaus
You can always use Grouping as well.
**You can find the documentation on that here.**This would save from using Blueprints. It’s really depends on what you’re ultimately trying to accomplish. Either can work to your benefit though.
Let me know if this helps or we did not fully understand.
Thank you!
Tim
I basically want to make a set of steps with a customized step. That would be a blueprint situation, correct? I edited this didn’t want to flood the forum. That document answered my question perfectly.
sorry tim i didn’t see your post until after I had sent that last message. ill take a look at it thank you.
can I save that group as a bsp?
Yeah, looking at the time stamp I think we posted almost exactly the same time. Give it a shot and if that works let us know. If not we can figure out something for you!
it did exactly what I wanted it to, but to save time, is there a way to save that group as a brush?
This isn’t possible. BSP/Geometry Brushes are completely different from static meshes
This related directly to the asset and not the group if you’re using the right click on selected meshes > Group. This will just hold these meshes in a group but will keep their respective UVs untouched.
Looking at your image though, it does say “None” for the object having overlapping UVs.
When you’re grouping your meshes are they the same asset duplicated and being grouped or are they different assets? Also, if you click on the “None” what mesh does it take you to and does that mesh have a second UV setup with no overlapping faces for lightmaps?