I have Numerous static meshes which have been modelled in a modular fashion and snap together to create larger more complex models
I originally created them for unity which had a prefab system where you could create a collection of static meshes which would become a prefab
i’ve tried a similar thing with blueprints but im having issues with the snapping between 2 blueprints
I dont know the best approch to setup the eqvivilent of a prefab in uefn
Doesnt matter i figured i need to move every thing to the origin when i export and multiply by 1.28 to convert the scale issue
Sounds like you solved it. I have been using Fortnite Assets as templates and I will model in UEFN next to a Fortnite asset for dimensions. Then I’ll export to Blender my base asset if I want to do more but you can do a lot with the modeling tools in UEFN including moving pivots, UV mapping/adjustments etc. Then I’ll build a set of blueprints with the blueprint center in mind since that becomes your pivot point for the blueprint. I’m assuming UEFN blueprints will evolve overtime since the UE5 ones are much more advanced.
as the asset were originally designed with unity in mind, i’ve definately found a couple of prefabs i cant re-create in blueprints due to the blueprint center and my models not reaching the end so will have to come up with a work around