Okay, so I’m using foliage mode to paint assets into my scene, but I would like to convert these instances into a collection of static meshes both for organizational purposes and to keep them from reacting to alterations in the landscape. Specifically, we’re talking a decent number of cliffs assets that quarantine the demo area of my project, but I would like to do the same for other instances.
Is it possible for me to convert this foliage instance into a collection of single static meshes, rather than converting them into a single static mesh?
Yes. It does require some scripting, though. You can make a blueprint that gets the InstancedStaticMesh components of the Foliage actor, iterates through the instances and spawns a new static mesh actor with the world transform of each instance, and assign the static mesh for each actor to be the one from the InstancedStaticMesh component.
You could also export the level as an FBX, then use Import Into Level to create actors for everything in the level, and then replace the created actors with the desired static mesh, but there’ll be a lot of other stuff to clean up with this method, so I wouldn’t recommend it.
Are you aware of any tutorials or walkthroughs, or maybe where at in the UE docs that I may be able to find where it might explain the process? I’m fairly new to UE and have no coding experience, although my senior engineer may be able to help. Docs or tutorials would benefit her as well. I really appreciate your reply by the way. I was really worried that I may not get a response. I’ve been struggling trying to find information on this for quite some time.