How would you turn a bunch of cubes that you have selected in the editor, into a blueprint as components?
I have like 100+
And need to do this many times.
So it is worth it any work around.
Doing it manually one by one will is going to be a lot of monotonous work.
That seems to create one Blueprint per Mesh you have selected in the level.
And from what i tried here, it does only for one Mesh even if i select all.
What im trying to do is to select all the cubes in the Level and make them all go inside the Blueprint.
So they would go as Cube components inside the blueprint.
Though this is not useful in my case, i need them as Cube components.
Maybe i should export the transforms of the selected actors somehow.
And then place them as a variable inside the BP, that then on construct it builds them.
Any other idea?
I think im going with this:
Export the transforms to a TXT and then paste them in an exposed variable. Its still a bit archaic/manual labour , but well its better than doing it all each time
I was able to make it work using the Editor Utility Widget.
All thats necessary is Get Selected Actors, get their Transform and then Spawn the Actor, and Set the Relative Transforms.
So cool !