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.
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.
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.
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.
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 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.
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.