I was going to create Hierarchical Instance to replace the static meshes of our roads in a level. I wanted to somehow get the transforms of the existing road sections and then use a data table to hold their transforms and generate instances. I can do this from code by iterating through the level at startup, then deleting the static meshes after creating instances, but we are concerned that doing that would slow down the level load for the player.
I also can’t calculate them from a starting point since the roads go every which way.
I can bring up all the road sections in the property editor and see their transforms, but they can’t be copied and pasted, nor is there a way to dump them to a CSV that is intuitively obvious.
How can one get the transforms of numerous previously placed static meshes and feed that into a data table aside from what I mentioned above, or manually transcribing the locations and rotations one at a time?
Looks like a better way to do what I was asking about. Rather automagical
The way I tried it, it left the source static meshes in the level with the eyeball off. Is there any negative connotation aside from level storage size to just keeping the unused SMs? The reason I ask is because I note the ISM has no viewable prototype for the original SM in the outliner. It would be convenient to keep the actual static meshes during development in case the instances needed to be redone.
To explain, my expectation was that the ISM proto would show up in the outliner in case you want to swap a different SM at some later time. It appears the only options are to move or delete the instances, but no access I can see to alter the prototype. I guess the real confusion is that I can’t see where the prototype is stored.
I’ll tick it off solved because it’s a more integral way to do it.
That sounds good, I’m messing with it now and it is what we originally thought should exist. Turns out it does! Thanks, you earn the badge on these forums!