Empty Blueprints and Redefine Meshes to Mesh Components

When I bring blueprint files, textures, materials, and assets (.uasset format) from another project into my current project, I see “None” in the static mesh section of mesh components in the blueprints. Currently, in a blueprint consisting of modular components, nothing is visible. How can I efficiently match the names in the components to the static mesh names and redefine them without dealing with each component individually? Currently, in a blueprint consisting of modular components, nothing is visible. Unfortunately, I don’t have the Unreal files for the assets I want to bring.

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You can use the migrate functionality to copy parts of projects around, as long as the destination project is the same engine version, or higher.

If you drag files around in the operating system, nothing will come with them, because the OS doesn’t know about the reference hiearachy.

But how can I migrate the files? I don’t have their Unreal file.

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Yup, that’s a problem… :melting_face:

I’ve turned the internet upside down, but I couldn’t find a solution for this. :smiling_face_with_tear:

That’s because there isn’t one, I don’t think.

Once you’ve lost the reference structure, that’s it :thinking:

I don’t actually know, but I assume the reference hierarchy is a function of the content browser, and not the asset.

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