I’ve been building out a level with a lot of static meshes manually placed in the world. Many of these meshes are the same mesh in a rather small area, such as walls, floor pieces, etc.
I created a blueprint that gets every mesh in the world, stores all unique meshes, creates an instanced static mesh for that mesh and then sets instances for every location it appears. Basically, it converts every static mesh into a set of instanced static meshes.
This works great, except…how can I save it? I don’t want to keep the world built as static meshes and run it on begin play. I want to save it in the editor. I want to ultimately end up with an actor in the level that contains a number of ISM components and a ton of instances just like if I had done it manually.
Can I save it to the map somehow? Can I save it as a “prefab” and then drag it into the map somehow? There’s gotta be a way to “convert” large amounts of manually placed static mesh into optimized ISMs…right?!