Merge/Combine selected actors into a single static mesh in Unreal Engine 5
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- čas přidán 19. 08. 2024
- Convert Actors to static mesh is an option that was available from the right click menu in Unreal Engine 4. This option has now been changed and there is no documentation for this in Unreal Engine fine.
In this video I demonstrate how to convert multiple selected actors into a single combined static mesh.
It's the little things that are maddening. Thanks for being the voice for the people.
true true
Truuu haha
aS
Simply a beautiful tutorial. Without wasting a single second. Thank you sir.
You're very welcome!
I've been looking for a solution since UE5 has launched. Thanks so much for putting short and comprehensive explanation, friend!
Thanks for this quick tutorial! UE docs literally wrote 5000 lines of explanation when I googled for it, but then the real solution was just < 2mins video.
Thank you so much, this was extremly helpful!
Thanks a bunch, man !
Thank you so much! fantastic quick tutorial, straight to the point. Worked fantastically! Big props to you, friend!!
you don't really need to merge everything in order to animate it
you have something called "Actor Blueprint" / "Pawn Blueprint" create one -> then add every piece inside it
then drag your blueprint into your scene ,and you animate the Blueprint itself
why this is a better approach ?!
lets say you have < doors + windows + Wheels > in your ( Car / Ship / plain .. etc) that you want to animate
the pieces being separated inside the ( Actor/pawn ) will be more useful for you in this cases
>> that's in case you wonder why some 3D objects come separated in the market, specially vehicles
for simulating physics . if not then all the pieces simulate separate.
hey im trying to drag all the mesh pieces onto a an actor on the level and its just saying cant add static mesh to actor. any idea how to do that
wow, actually i thought he was talking about blueprint actors. you should make a tutorial for this. i cant find it anywhere
That's good to know.
Thank you! helps a lot. Was wondering where that option went in UE5
man just saved my whole exam
Thank you very much
Thanks this helped me out 😊
thank you!
You're welcome!
thank you
You're welcome
Hi
Thank you for this suggestion !
I've a small question, How to I replace or change my selection? after making it StaticMeshActor
i saw another one like this but it was for unreal engine 5 not 5.1 supper help full :)
thanks mate perfect tutorial.
You're very welcome!
Thank you.
Also, you have to have the actors actually in the world outliner. I was trying to merge actors just by selecting from the content drawer and that won't work.
yeah they have to be in the work area. You can also use the modeling tools to merge the meshes together if you want a more permanent option that will allow you to keep a new permanent mesh that doesn't need to be in the outliner.
thank you so much
really helpful
Is there a way to do this in UEFN as well?
Wish I had an answer for ya. I've not yet tries urfn
Thanks
Hey, there is no "Actors" tab on the top in UEFN for me. Do you know why? Has there been an update of UEFN or so?
Thanks!
Thanks, and how do you ungroup? 😃
thanks mate
God bless you! 😇
Genius! Why they can't NOT change the names of tools is beyond me...
hey man great vid, what about how to explode each mesh? i wanna put different materials but idk how to split/explode on one mesh.
Look into the modeling tool. Check out the vid on punching a hole in a mesh. It shows how to enable that tool, it has all sorts of options for working with models.
БЛЯЯЯЯЯЯЯЯЯТЬ!!! Спасибо тебе огромное!! Я искал этот гайд неделю.. На русском ютубе нету нормальных гайдов на Unreal Engine 5.
You're welcome!
в ру сегменте мало толкового контента обучающего
How can we unmerge it?
Thankyou
It works thanks !
You're welcome!
That did not work, they dont move together when clicking once.
I found your channel from the FPS converter blueprint. Have you found it useful, or did you find another way to control framerate of skeletal meshes?
I have not yet found a way. Suck if you run into a solution let me know!
Hi Ibis, great video. very useful. There is one thing i need your help on and that is to do with the orientation or base point of the combined object. is there away we can change the positin of this base point? I am trying to array a bunch of trees on a spline. I am able to do this but due to the position of the base point the trees are in the middle of the road because of the tree's base point. Could you help me on this. I think a lot of people would have similar problem. thanks in advance
Hold down alt and drag the transform widget using the middle mouse button. This will move the pivot point anywhere you want. Once you have it where you want it, right click the object and from the menu select pivot > make pivot offset. This should lock the pivot into the new place permanently.
What does replace source actors do?
Is this possible runtime? I think not right? Sorry for the silly question.
yeah. think should be available at run time
When i merge actors it sometimes deforms the mesh which can be fixed by turning off nanite on those assets. However when using assets with millions of triangles it crashes trying to merge is there a way to merge with nanited mesh's
I hadn't attempted to do that but have you tried turning off nanite on those meshes before merging and then turning it back on? I know 5.1 preview is now out publicly, I wonder if this issue has been address in that new version. I know they have made improvements to nanite itself.
@@IbisFernandez Yeah i figured this was the problem so ive had to turn off nanite on every asset i merge otherwise it deforms. Problem is being in UE5 and having assets with alot of triangles some merged assets add up to over 5 million so thats 5 million triangles not nanited and its just too laggy or i crash trying to merge. But UE5 has a new merge option called approximate which says of the UE documents that its a new merging tool which is... (Approximate
This method is new to Unreal Engine 5 and is similar to the Simplify merge method(This is what i use atm). The difference is that it can handle much more complex source meshes (for example, Nanite meshes), whereas the Simplify method would fail during either the simplification or the texture baking steps. ) so this makes sense and should be an awnser to all my problems however when i use that way of merging it doesnt even create a new asset it seem as its working then once done it never creates that merged asset it doesnt exist anywhere which makes no sense it should just work so im hoping its a small bug because im struggling to merge certain actors due to high geometry.
BLESS UR SOUL
@@IbisFernandez To answer this no this issue is still there
So, I create a train and the doors are separated from the train. After seeing this video was that a go idea. after I merge the doors to the train can the still make them open and close.
provably easier to parent the doors to the train instead of merging them. Then you can add a control rig to the doors to help you open and close them
Ugh this should work but for some reason this plant I got off Turbosquid (imported into UE from C4D Datasmith) says I have insufficient mesh data even tho it literally is a mesh in the project lol wtf. Its in the outliner as an actor so weird I cant convert it
Sounds like an issue i don't want to run into hahahaha check your content panel. Make sure the actual mesh is on the environment and not a blueprint containing the mesh.
Does this save memory space?
thanks bro
RGZ
dam... finally. i found a tutorial for this. this is totally rare here on youtube
Honestly I don't know.
thank you
Welcome!