How do I place StaticMeshActors from the Level as Components inside a Blueprint?

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.

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You mean, make a BP with one of these meshes in, and then replace the rest?

Just

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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.

There’s one functionality that kind of does this but they go as Child Actors, and thats not good.
That is the Convert Selection to Blueprint Class:

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 :construction_worker_man::flexed_biceps:, but well its better than doing it all each time

That’s what I though you wanted :slight_smile:

The other option is to select them all and convert to blueprint, but use ‘harvest components’.

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Ahhh im on UE4.27 . We dont have harvest components. That would be great. Thanks though.

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It’s still not the default, I don’t understand why… :blush:

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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 !

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Very nice :slight_smile:

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