TLDR: I need to place EditableObject (new class i created) instead of static meshes so i can modify them !
I’m using UE4 for an architectural project. The goal is to import a house, and to be able to walk and change materials.
To do that, i made a class for the editable objects, it contains the static mesh and some variables.
Once i have the house imported, i choose the object that i want to be editable, right click on it and chose REPLACE WITH EditableObject (my class) ! Then in the properties of this new editable object i just created, i assign the static mesh that i have been deleted from the map. And it works !!
My problem is … that it’s ok to do that for 1 or 2 objects, but when you have to do all the walls, and all the parts of every piece of furniture … it’s just impossible ! So i want to find a way to select all my Objects and convert them to EditableObject by one click , i would hit Replace with, and it would assign the right static mesh for me.
I was able to find a way to do that, by assigning the Static Mesh in the construction script, and it worked, i was able to select multiple object, and hit Replace with, and i had the correct meshes at the right place.
The problem is … once i wanted to change any property of those objects, they disappeared.
So now i want to know if it’s possible to prevent the construction script to fire up when a change is made !
Or there any other solution to convert my meshes to EditableObjects very quickly.