Note: Duplicate from https://answers.unrealengine.com/que…0202/view.html for better chance at being noticed. I’m also currently looking into a workaround and will post anything I may find on the aforementioned question as an answer.
I’m currently including the Interactable Tree Creator asset from the marketplace into my workflow and gave Blutilities a shot for automating merging of single trees with and without LOD creation, since currently there still is quite some manual work necessary for that.
After recreating the manual workflow in a Blutility, I had to find out that the MergeStaticMeshActors node (from EditorScriptingUtilities) doesn’t work with a single actor (verified in engine code) like the Merge Actors tool does. So I also couldn’t test yet if this node already works with procedural meshes ( see https://forums.unrealengine.com/unre…rocedural-mesh for reference), but since both code paths even share function calls into the MergeUtility class, it should be straight forward to align them to work similar.
Please consider this for making streamlining and automating similar worksflows possible via Blueprints.