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Extract meshes from Blueprint

I replaced all static meshes as a Blueprint and now I can't seem to able to extract them? Is there anyway to break them back apart? I mean Blueprint class in nice for saving them to use in other levels, instead of just grouping everything constantly.

Did anybody manage to de-Blueprint meshes?

Product Version: UE 4.19
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asked Apr 04 '18 at 11:34 AM in Using UE4

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Cruddynight
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2 answers: sort voted first

your meshes should still exist in the content browser wherever you imported them. you would have all kinds of dependency issues if they werent still in the project.

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answered Apr 04 '18 at 02:39 PM

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ThompsonN13
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They do exist, is just that the static mesh combination was extremely modular (up to separate bricks) and takes quite a while to assembly from scratch. So In order to avoid that, I would like to break down that blueprint that I created. If knew it would be that difficult to break it apart, I would just group the whole thing.

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answered Apr 04 '18 at 02:43 PM

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Cruddynight
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avatar image ThompsonN13 Apr 04 '18 at 03:33 PM

so you basically build a house out of bricks and made it into a blueprint and now you want to remove it from the blueprint so you can modify it? unless you combined them into one mesh you should still be able to modify it in the blueprint. if you select the blueprint in the scene then go to the details panel the top section should show all the components of the blueprint and you should be able to modify them by selecting the parts.

also if your building something large or complex with many bricks your probably doing it wrong and there is a better way.

avatar image Cruddynight Apr 04 '18 at 03:37 PM

Well, instead of making pre-assembled parts, I decided to try Fallout 4 approach and break it down to even smaller pieces. It doesn't matter where u do it, but it does provide more freedom if you assemble them inside the actual engine. Performance-wise it is the same. So that's why it is a bit of a pain to redo the whole building.

avatar image ThompsonN13 Apr 04 '18 at 04:04 PM

performance wise the less geometry the better. its less to render and less to update so you will have much greater frames per second resulting in smoother gameplay and a better experience for the customer. game art design is all about economy when performance is a factor, economy in this case is getting the most you an out of the least.

avatar image Cruddynight Apr 04 '18 at 04:56 PM

Look, like I mentioned before, performance is not an issue. The question is - can I break down the blueprint or do I have to redo all the work. Apparently Blueprint cannot be disassembled.

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