Best approach to copy multiple objects to other levels?
Hey everyone! UE4 beginner here :) I've been reading across the boards to find a way to replicate "prefabs", a workflow that I am used to, coming from Unity. It's pretty much just a group of actors which can be stored in the asset browser for re-use in multiple levels.
Here's my issue: I have a level in which I've set up some buildings consisting of multiple static mesh modules and I would like to re-use these buildings in another level. I've read that the UE equivalent to prefabs are blueprints. However, blueprints will only allow me to add objects from the content browser, but not the architecture I've already set up in my level. I would have to re-build everything from scratch.
Am I just missing an option here or is there any other way to copy entire structures between levels?
asked Jul 08 '15 at 08:18 AM in Using UE4
Frame6 | argosy_ops
There are 2 ways to move the assets tself. Either using "migrate" or copy the files through the windows file browser. With migrate, you would need your static meshes etc. correctly setup, See here for further information:
For copying, you can just use Ctrl+C and Ctrl+V as long as the meshes are in the same folders in the content browser.
So you select your objects in your level, copy and paste them over. Try 1-2 objects at first and see if the staticmesh actors have a static mesh assigned to them, if not they will be an empty actor and you have to reassign the static mesh through the Details Panel.
answered Jul 08 '15 at 08:25 AM
I've found two useful methods for this:
If you decide you need to create a new level for your objects, you can also use the Levels window to create a new level directly from a collection of actors, rather than creating a new level manually, adding it, and then copying the actors across.
More about grouping objects here:
More about the Levels window here:
Hope that helps someone else with this problem!
answered Oct 27 '17 at 10:53 AM
In unreal u are using blueprints. Make a new blueprint, with parent Actor that u can place it in the world. add the components you need, like mesh, trigger, particles whatever, and in the event graph add your logic. you can place your blueprint actor wherever you want.
answered Jul 08 '15 at 08:28 AM
The solution that RimmyD said is not working with other blueprint actor selected, it work ok with a couple of mesh selected but when we start to select blueprint this dont work anymore (blueprint can have child blueprint right?) so i expected this to work :o
answered Mar 02 '16 at 11:18 AM
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