How to avoid selecting child components when selecting blueprint in editor?

I’ve got a bunch of blueprints scattered on my level (a cluster of foliage assets as a blueprint class), and when I try to select one, I tend to end up clicking and selecting the instanced mesh that’s a component in the blueprint (ie I select one tree in the cluster). Is there a way for me to switch something on/off to prevent this from happening, so that when I click on the blueprint unit, it selects the whole unit and not the child meshes?

Edit: if it helps, I noticed that this component selection applies to blueprints with instanced static meshes and not to ones with just static meshes.

I think this is a new behavior that snuck into the engine at some point.

The first time you click on anything in the BP, you get the whole BP, but after that, you’ll get the component.

It’s kinda handy actually, when you’re expecting it, because you can reposition the components, in the level, for that instance of the BP.

But, no, I don’t know if it can be turn off…

Apparently, if the blueprint has instanced static meshes, it selects the components the very first time round as well. Takes me multiple clicks to select the blueprint accurately, it’s been a drag on the workflow.

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Ah, didn’t know that… :slight_smile:

I just tried it. Even with instancing, I get the whole BP first time. In fact, I can’t select the instances separately. Also, I only get the internal components if I double click.

How are you instancing?

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I made a blueprint, then I used the +Add dropdown to add Instanced Static Mesh, then added instances of it.
If it helps, here’s a visual:

That’s what I did. Hmm…

image

:people_hugging:

Yes, I don’t know when that started working?..

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Is this new? Because I am as embarrassed as I am worried about having wasted time not knowing how the most basic things work… Geez.

A mild case of brainfart induced FOMO. :expressionless:

I think it is. But I can’t find it documented anywhere… :melting_face:

I haven’t figured out if there is an option to deal with this anywhere, but my workaround has been to add a temporary static mesh on top I can use as a selection helper (the white cube below). I checked “Hidden in game” and toggle its visibility while level editing with the G button. After everything is set I’ll just delete the cube.

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