Ive edited a character blueprint and like the character ive desinged, the trouble is i cant find a way to combine all the skeletal meshes ive used to make said character and make a new skeletal mesh assit from it.
same issue lol, let me know if you find an answer. In Unreal engine 5 there is an option to convert a blueprint class to static mesh and you can simply export the static mesh as fbx and import it as skeletal mesh like that. But the option to convert blueprint to static mesh doesn’t yet exist in UEFN so is there another way to do it? Not sure. Hoping a staff member knows.
You kind of cannot. Unless you know c++ and are OK at coding, in which case have a look at the c++ runtime mesh merge, and learn/look up how to export the mesh at runtime.
For all others.
Art is art. Keep the pipelines separate.
Export the meshes, note their local transforms.
Import in a DCC, move to the appropriatr transform.
Merge the meshes down to make a single model.
Regenerate/fix the material/uv for it.
Re-import into the engine as a single mesh.
It can be quite difficult to not difficult at all depending on your knowledge and the models you are working with…
The only way I know to make a new skeletal mesh is exporting and doing it in Blender.
But you can make multiple skeletal meshes work together, using leader pose or copy pose (same skeleton) or retarget pose (different skeleton).