Reduce Project size by duplicating in UEFN and delete imported copies

Hello There
I have a noob question, i made a wall together with seperated roof balustrades as shown in the picture, each Balustrad is grouped an seperated as shown in viewport and content browser, since am working on my island and for saving projet space should i delete theme all and keep only one and duplicate it in unreal to make texturing easier and faster ? and does that reduce my project size since i have too much?

thank you very much

Yes, you only need 1 static mesh in the Content Browser. Duplicate or Copy via Viewport or Outliner.

The Outliner stores all the individual pieces and the Content Browser stores the reference piece.

Don’t Delete them yet, you should be able to replace them much quicker, after you set up as follows

First make a folder in your content browser, under FinalProject Content and rename it to Meshes.

then you need to pick one of the 01_Mesh and maybe rename it, then move that 1 into the Meshes folder.
Also pick 1 of the square pillars, rename, move to Meshes.
And pick 1 each for the beams and any other objects.

Are you intending to make these objects destructable or indestructable ?

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Hello thank you for your feedback, yes am intending to make these objects destructable

Cool, little bit to do, I’ll see what I can remember without editor open.

The breaking/cracking effect like Fortnite Destructables, is part of the material properties, at the current stage of UEFN, we create a material instance of an existing breakable fortnite material, it gives us settings to customise it some.

Anyway to start
You’ll hafta make a BluePrint, of Building Prop type.

Make another Folder in content browser under your main project and call it BluePrints.
Right click in this folder and choose BluePrint, then pick Building Prop.
Then you can basically add your static mesh to it,

I’ll come back later and show you how to make that material instance and add to it, and BP settings etc

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Thank you so much i’ll be here waiting

Can you just select one column as the ‘master’ column, then select the rest and “replace with” the master column and delete all the non-masters from your content browser? It’s good to back up your island first (as a plus you can see how much space you save.)

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Yes, will do that, but the master column shall be a destructable Building Prop with cracking effect :smiley:

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Have you found where to put your mesh in the static mesh component, Open up the full BluePrint Settings if that option is there, otherwise you are in it, look at all the settings and stuff, you will see can be damaged, resource types etc… and hit the compile before you exit.

Go into your viewport, select all the pieces that are the same (all at once or in groups), and right click and select Replace Selected Actors with, and select your new blueprint,

Do this with the other blueprints you created and now you can delete them in Content Browser because they have been replaced by the one blueprint.

We can update and change the one blueprint in Content Browser and it will update all of them in the Viewport and Outliner.

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Next we’ll add the material and then prop manipulators to change health values (unless they let us do it in blueprints now)

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Thank you very much that was very helpful and time saving man i really appreciate it

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Hi there
sorry for taking a long time but i’ve had a probleme using “Replace selected actors with” method, when i did that all selected meshes goes all to the blueprint selected master mesh location, they’re like all gathered together, maybe i missed somthing or i have to change some propretie in the blueprint settings so that the bluprint when replace will spot at all selected location ?

eek I didn’t expect that. It should have done what we wanted, perhaps there is a bug.

If you are able to try again, delete the main blueprint off the game view (not the content browser), perhaps it copied everything including its location from the one in the map. try again and hopefully it references the one in the content browser that has no location data to override

sadly the probleme persiste, i tried everything maybe am missing something or as you said there is a bug

I’ll set up a scene and try to replicate

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I was able to replace selected actors with
I made a bunch of meshes in the Content Browser, dropping each one onto the scene.
then made a blueprint in the Content Browser and set its mesh as one from the Content Browser,
I did have to drag the blueprint onto scene to get a reference in the options for Replace Selected Actors with,
then replaced the meshes with the blueprint using Replace Selected Actors with and the new blueprints replaced the meshes on Scene into the positions the meshes were,

In the Outliner, which is a list of Scene objects, they all appeared sharing the same name, which I didn’t expect, I was thinking each one would get a number added to the name.
So normally I would make a Folder in the Outliner called something like boxes and move all the newly created blueprints into it.

It worked successfully for me, I used a blank map and changed no blueprint settings other than pointing to a mesh.

Can you post a pic of what is happening for you ?

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First i renamed one of the columns and called it alpha, then i created a blueprint called it Alphaprop, then i assined the mesh “Alpha” to it, then i selected all my identical columns and pressed “replace selected actors with” my Alphaprop and all my columns are gathered like this in the picture, i noticed in the outliner all the columns share the same name like my blueprint “Alphaprop” but in the viewport they’re not in their original place

i tried different approaches like seperate blueprints folders from the meshes or draging my blueprint in the scene and select it together with the meshes that i want to replace, but it didn’t work, also i tried delete the selected meshe for the blueprint, i even tried to replace them with new imported mesh but that didn’t work either
here’s another photo from seperate test project




In the top two pics, I can see the selected elements, but I don’t see the pivot handles.
When you imported them did you do them all at once so they all share the same pivot point at the origin. if thats the case it could be a reason why it is doing it.

In your test map did you import them all at once as well ?

I did yes, i imported them all at once, same with test map

Ah hah, that may be the issue, the reference to the same spot.

I have only replaced objects with thier pivot points at the same place relative to the mesh.

I don’t know exporting from and importing to so well, but is there an easy way to set all the seperate objects with thier own pivots located at say at the bottom and centre of each mesh piece.

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Try this first.
I just remembered the World Space/Local Space toggle in the UEFN editor. Try turning it to Local Space, (the toggle is a 3D box icon at the top of viewport between transform tools and Snap/Grid tools). Now try the Replace Selected Actors With…(fingers crossed).

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