How to add actors from a level to a blueprint?

I have a pack with different assets to create buildings (walls, walls with doors, walls with windows, roofs, etc.), and I want to create a blueprint that contains a pre-existing building from the classic demo scene. How can I “drag” all the static meshes into a blueprint?

If you know about Unity3D, basically i want to create a prefab

You “drag” them:

This would add 3 static mesh components with those meshes already assigned to an actor.

Yes, i know that i can drag from the content Browser but im asking about a (large) list of actors from one level (or outliner to be clear) to the blueprint

Epic has a built-in tools called “Convert Selected Meshes to Blueprint” in the little button that looks like a BP in the toolbar.

And another option is to use a tool I’ve created that goes through and harvests meshes nested meshes along with other actors and converts them to high-speed instances. It also has a powerful randomization system built in.

Edit: You can also convert BP’s → Actors, BP’s to LevelInstances or PackedLevelActors, Harvest ISMs from Foliage or PCG, and move BP’s and Actors over to Foliage.

If you use this in combination with rdInst (also on the marketplace) you get the highest rendering/editing speeds.

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Hello Cronogeo,

Dragging meshes into a BP like Everynone showed and creating a structure in the BP could work. (Also what Recourse posted seems like a reasonable solution)

Another method: The ‘Packed Level Actor’ system was recently added.

So you can build normally in the main viewport, then select all of the actors and create a Packed Level Actor that you can instantiate.

Let me if you run into any problems with that. (I haven’t used it yet and am curious about rough edges)

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am curious about rough edges

I’ve been doing some benchmarking with them and I’ll be publishing the results soon - but they’re not as efficient as Instanced Blueprints by a long shot…

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