What Actor is this? How to find and browse to the assets location?

I am checking out World Partition inside the City Sample.
I noticed a bunch of actors, for example the ground or street elements.

I can not isolate those actors.
I can’t find the actors inside the content folder.

I would like to export / migrate selected actors to a new project.

How can I do that?

Thanks for any little help, appreciate it!

That’s an instanced static mesh, you can see the name here, just search for it in the content browser

thank you very much. Yeah, that is cool. But I thought, this is a BP? A container, that has all the instanced meshes collected?

What if I want to export or migrate the entire thing as it is?
How can you do that?

What I would like to do is simple.
I want to keep all the assembled assets, as they are.

In this example: GROUND_NC_N123477
that element contains a lot of instanced static meshes.

I want to keep it like it is, and just copy it into a new project.
Or, I can stay within the project, and just re-use those elements on a new empty level.

How can I do that?

I think that was created in the level, if it is a blueprint you can select it in the outliner and press CTRL+B and it will take you to its location in the content browser.

yeah, it’s not a Blueprint. That’s the confusing part.
It’s not a group.

  • How can I open that instanced construct?
  • How can I edit it?
  • How can I copy it to a new empty level?
  • How can I migrate/export it?

That’s unclear for me.

I think I found one way, as a workaround.
I can convert the Instanced Elements to a new Blueprint Class.
That way, I can do much more.

It’s made in the level you can only modify it in there, here’s a similar one I can select the mesh and change it.
One thing you can do is right click on the mesh and paste it on another instance, if you migrate all of the same assets it should work, you can select all static meshes at once.

Here I’m copying in the same instance but you can do it on another from a different source.

Oh yeah I was looking for that option, so it’s possible, that’s good. You can convert to BP and then migrate the BP to your project.

yeah, I guess that’s the way to go.
But… also, when you said, that the instanced element was created on the level.

But where can I find that level that instance was created?
Cause if I can find the level, I can also edit or just migrate that level.

Right?

Yes you should be able to, I don’t know how you can browse to the current level but you can search for it by name since you can see it in the tab, and then filter by level like this.

yes, I tried this before. But I can’t find it.

The name of the Instanced Element, is for example: GROUND_NC_N123475

I thought, this is the name of the level.
When I search for it, that Level doesn’t exist and can’t be found.

Hmmm…

Did you select the root folder first then search ? It must be one of those external assets usually looks like this, if not you should be able to.
image

I noticed, that the CitySample Project created a folder within the Content Folder, called
ExternalActors

I can see that folder within my explorer. But not within the Unreal Editor.

yeah… but I can’t see it within the Unreal Editor.
look here:

you see, that’s my problem. If I could locate all the Levels, all those instanced elements have been created. Perfect. Because I could migrate just those levels.

But I can’t locate them.
I can’t find those levels.

I hear you, I only recently discovered this as well, I’m trying to find some documentation on it right. I’ll let you know if I find something.

I think it has to do with this

I think the map shouldn’t be there though, it might be located in a plugin folder. Make sure you have show engine content and plugins here and search again.

Also if it’s the starting map you can see it in project settings

yes, that was the first thing I thougt as well. I actiaved everything I could activate, to show all the folders. Engine Content, Plugins, etc. all actiavated, but the external assets folder doesn’t show up.

I can convert all the instanced elements to a new Blueprint Class. But heck, to collect assets like that… this will take forever.

I can’t believe there isn’t any easier way, to just select all the actors from 4 cells, and migrate just the containing actors of those 4 cells into a new project, or … even a new level within the existing project.

It’s nuts.