Using cut and paste to place meshes from UDK into UE4

Is there a way to rebuild levels built in UDK in UE4 by cutting and pasting meshes? I have done this with other versions of Epics engines, but it doesn’t work in UE4. Going from UT2004 to UDK worked perfect, you copied in UT2004, hit paste in UDK, then in the mesh properties you selected the mesh you wanted to use, and the meshes were place just as in UT2004.

Steven

UT2004 was made with UE3 same as udk. UE4 is something completely changed. No, you can’t.

The copy/paste information is a bit different in UE4, if you had some way of making a script in UDK you could reformat it, but otherwise it won’t work.

The only way how you can import UDK meshes or other assets into the UE4 , is to export the UDK assets as a fbx/obj, png/tga,… and after that just import them.

It is possible but it is advanced.

You can compare the unreal text formats in notepad between the two engines, and then use Notepad ++ for example to do an intelligent search and replace on it to convert the unreal text to UE4 standard.

I successfully got this to work, but it only works for meshes (did not set up anything else), and it does require you to manually assign and import the actual models into the content browser.

Following are the notepad ++ search and replace steps to take for this to work:

begin actor.*?location

replace with

End Object 888888888 StaticMeshComponent=StaticMeshComponent0 888888888 Components(0)=StaticMeshComponent0 888888888 RootComponent=StaticMeshComponent0 888888888 ActorLabel=“AutoMovedMesh” 888888888 End Actor 888888888

Tag.*?=

with

End Object 888888888 StaticMeshComponent=StaticMeshComponent0 888888888 Components(0)=StaticMeshComponent 888888888 RootComponent=StaticMeshComponent0 888888888 ActorLabel

CollisionComponent.*?end actor

with

an empty space

DrawScale3D

with

RelativeScale3D

And then you might get somewhere. Not the easiest and best thing to do…

Does that actually work Hourences? :eek: cause the formats seem to have many differences.

Also isn’t the scale different in UE4? doesn’t that mean mean that you would have to also modify the coordinates accordingly? or they translate across properly?

At the very least you would have to change other things such as package names & paths that’s for sure.

Format example (I just drag & dropped a random asset then copy/pasted to notepad).

UDK


Begin Map
   Begin Level
      Begin Actor Class=StaticMeshActor Name=StaticMeshActor_0 Archetype=StaticMeshActor'Engine.Default__StaticMeshActor'
         Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent_2 Archetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0'
            StaticMesh=StaticMesh'PhysTest_Resources.RemadePhysBarrel'
            ReplacementPrimitive=None
            bAllowApproximateOcclusion=True
            bForceDirectLightMap=True
            bUsePrecomputedShadows=True
            LightingChannels=(bInitialized=True,Static=True)
            Name="StaticMeshComponent_2"
            ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0'
         End Object
         StaticMeshComponent=StaticMeshComponent'StaticMeshComponent_2'
         Components(0)=StaticMeshComponent'StaticMeshComponent_2'
         Location=(X=-160.000000,Y=-464.000000,Z=0.000000)
         CreationTime=25.259260
         Tag="StaticMeshActor"
         CollisionComponent=StaticMeshComponent'StaticMeshComponent_2'
         Name="StaticMeshActor_0"
         ObjectArchetype=StaticMeshActor'Engine.Default__StaticMeshActor'
      End Actor
   End Level
Begin Surface
End Surface
End Map


UE4


Begin Map
   Begin Level
      Begin Actor Class=StaticMeshActor Name=MaterialSphere_4 Archetype=StaticMeshActor'/Script/Engine.Default__StaticMeshActor'
         Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent'/Script/Engine.Default__StaticMeshActor:StaticMeshComponent0'
         End Object
         Begin Object Name=StaticMeshComponent0
            StaticMesh=StaticMesh'/Game/Props/MaterialSphere.MaterialSphere'
            StaticMeshDerivedDataKey="STATICMESH_34081786561B425A9523C94540EA599D_359a029847e84730ba516769d0f19427_8DD9E36847F52D3AC7A70C8A8FBAB191000000000100000001000000000000000000803F0000803F00000000000000000000344203030300000000"
            RelativeLocation=(X=-555.000000,Y=-1267.000000,Z=256.999207)
         End Object
         StaticMeshComponent=StaticMeshComponent0
         RootComponent=StaticMeshComponent0
         ActorLabel="MaterialSphere"
      End Actor
   End Level
Begin Surface
End Surface
End Map


Notice that StaticMeshDerivedDataKey ? what is that? lol

Yes it works. I did this for a client to convert their project. It is not clean though. You must indeed manually reassign the models. So what I did was before export in UDK I would tag everything with the names of the models assigned to the mesh actors, and then I would make that tag become the label in UE4, and then I’d manually look at the label -> reassign correct mesh, look at next group of meshes sharing a label -> reassign mesh, etc.

Again this is not ideal. But if you truly truly must have it ported, it can be done yes.

Scale would be identical. There is no way around that.

Not all properties are essential by the way. You can just drop or generate some of it like DerivedDataKey. Note how I name all components the same also. It will fix that by itself upon import.

Thanks for the answers!

Steven