We run other problem when we developing our game
We bought many modular packs and often our level designer used blueprint to create houses.
Another problem we using many procedural spawner blueprints which is good,but
We developing an open world game and Blueprint Classes is Awesome, but for many situation real static mesh is better, because we can optimize better! (with lod/hlod, simplygon, merging/batching meshes etc.)
How can we use blueprint spawners/modular builders to simplify our level design workflow but focus on optimizing and performance in same time?
Blueprint classes disalbe many options for us…
Epic implemented a BP to Static Mesh converter, but this will convert and merge everything from inside BP.
(And i think a littlebit buggy, because dont merge materials, uvs)
But we dont want to merge immediately, we wanna just get static mesh components as real static mesh in our level.
I created a really simple plugin. Plugin collect static mesh components of selected actors and put in the level with same location/scale/material… After the conversion editor select these meshes, so you can move immediately and you can start your optimizing, merging etc work.
How this work?
Just select BP actors and click Converter Button on toolbar
This is not a big feature, but for us is really usefull…