In UE 5.2 there is seemingly no way to retrieve the Actor Display Name when selecting an Instanced Static Mesh (which is created after running “Batch” on multiple “same” Static Meshes). Even an Editor Utility Widget cannot retrieve the Actor’s Name. Hovering over the Name of the Instance in the Property Window gives a wrong Name of its Actor. So, is there no way to get the Actor Name (other than modifying Unreal Engine Source)?
Hi Playasene94,
When you select an instance in the editor, it selects the Component that creates those instances, that’s the name you’ll be seeing. If you check out the “Static Mesh” that HISM or ISM Component is using - that should give you the correct name.
You could make a blueprint that line traces to the cursor, then with the hit result you have the component and the index of the instance (that’s what I assume the foliage tool does).
But how do i get the Actor Name (not the components mesh)? Imagine there are two actors instancing the same mesh. It would make sometimes sense to have them actually merged together so that there is only one Actor with all the instances. But if you cant find out the Actor Name, there must be at least a bp solution for it. Via Editor Utility Blueprint/Widget? How would that look like?
Btw i did try to retrieve the Actor name via Get Selected Actors, but it returns null when selecting any Instance which is definitely a bug. It is expected that if you select an instance, that selected actors should return the actor which contains the selected ISM component.
Even if you want to retrieve the Actor via an Actor Picker Property, you get null when hovering over an instance (again bug).
I see what you mean. I actually built a complete system so it could do that, “Assimilate” all actors and their instances into one actor - I have some tools on the marketplace which I designed for my game to create fast instances like that - rdBPtools, rdInst and rdBuildBuddy.
It works as it creates and manages all the instances, so doesn’t need to work up the chain - only down.