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.

Komentáře • 75

  • @roblesliemedia
    @roblesliemedia Před rokem +27

    It's the little things that are maddening. Thanks for being the voice for the people.

  • @aayanscartoonchannel8577
    @aayanscartoonchannel8577 Před 7 měsíci +7

    Simply a beautiful tutorial. Without wasting a single second. Thank you sir.

  • @DeviantPicturess
    @DeviantPicturess Před rokem +4

    I've been looking for a solution since UE5 has launched. Thanks so much for putting short and comprehensive explanation, friend!

  • @aliwoto
    @aliwoto Před 9 měsíci +1

    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.

  • @nicocoregames
    @nicocoregames Před 8 měsíci +2

    Thank you so much, this was extremly helpful!

  • @im_Dafox
    @im_Dafox Před rokem +3

    Thanks a bunch, man !

  • @Klementiner
    @Klementiner Před 9 měsíci +1

    Thank you so much! fantastic quick tutorial, straight to the point. Worked fantastically! Big props to you, friend!!

  • @DoctorMGL
    @DoctorMGL Před rokem +8

    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

    • @GAMEBR0VIP2462
      @GAMEBR0VIP2462 Před rokem

      for simulating physics . if not then all the pieces simulate separate.

    • @LiveUPMedia
      @LiveUPMedia Před rokem

      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

    • @BlenderUnreal
      @BlenderUnreal Před rokem

      wow, actually i thought he was talking about blueprint actors. you should make a tutorial for this. i cant find it anywhere

    • @IbisFernandez
      @IbisFernandez  Před rokem

      That's good to know.

  • @OmarHesham
    @OmarHesham Před rokem +2

    Thank you! helps a lot. Was wondering where that option went in UE5

  • @ArcNines
    @ArcNines Před 8 měsíci +1

    man just saved my whole exam

  • @alejandrogomez1698
    @alejandrogomez1698 Před rokem +2

    Thank you very much

  • @skywiseaviationuk
    @skywiseaviationuk Před rokem +2

    Thanks this helped me out 😊

  • @hgokmendev
    @hgokmendev Před 7 měsíci +1

    thank you!

  • @flashgordonrocks
    @flashgordonrocks Před 7 měsíci +1

    thank you

  • @varunbhatt_
    @varunbhatt_ Před měsícem

    Hi
    Thank you for this suggestion !
    I've a small question, How to I replace or change my selection? after making it StaticMeshActor

  • @anderman1231
    @anderman1231 Před rokem +1

    i saw another one like this but it was for unreal engine 5 not 5.1 supper help full :)

  • @dylantheevillain
    @dylantheevillain Před rokem +1

    thanks mate perfect tutorial.

  • @octitawhythisnameistaken
    @octitawhythisnameistaken Před měsícem

    Thank you.

  • @Brandon12983
    @Brandon12983 Před rokem +2

    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.

    • @IbisFernandez
      @IbisFernandez  Před rokem

      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.

  • @ahmadrafiee9588
    @ahmadrafiee9588 Před měsícem

    thank you so much

  • @ndetta
    @ndetta Před 9 měsíci +1

    really helpful

  • @NostalgiaFocus
    @NostalgiaFocus Před rokem +1

    Is there a way to do this in UEFN as well?

    • @IbisFernandez
      @IbisFernandez  Před 11 měsíci

      Wish I had an answer for ya. I've not yet tries urfn

  • @danielmokobia106
    @danielmokobia106 Před rokem +1

    Thanks

  • @panicola7824
    @panicola7824 Před měsícem

    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?

  • @-RiSK-AK
    @-RiSK-AK Před měsícem

    Thanks!

  • @JhoEspana
    @JhoEspana Před 3 měsíci

    Thanks, and how do you ungroup? 😃

  • @m1k4n57
    @m1k4n57 Před rokem +1

    thanks mate

  • @just_lord_and_master
    @just_lord_and_master Před 11 měsíci +1

    God bless you! 😇

  • @Preirin
    @Preirin Před rokem +1

    Genius! Why they can't NOT change the names of tools is beyond me...

  • @mirckaranda8880
    @mirckaranda8880 Před rokem +1

    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.

    • @IbisFernandez
      @IbisFernandez  Před rokem

      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.

  • @avaifia3760
    @avaifia3760 Před rokem +2

    БЛЯЯЯЯЯЯЯЯЯТЬ!!! Спасибо тебе огромное!! Я искал этот гайд неделю.. На русском ютубе нету нормальных гайдов на Unreal Engine 5.

    • @IbisFernandez
      @IbisFernandez  Před rokem

      You're welcome!

    • @naturesoundup
      @naturesoundup Před 11 měsíci +1

      в ру сегменте мало толкового контента обучающего

  • @derinozdas
    @derinozdas Před 6 měsíci

    How can we unmerge it?

  • @mohamedabelaziz6239
    @mohamedabelaziz6239 Před rokem +1

    Thankyou

  • @fabriziotechera5265
    @fabriziotechera5265 Před rokem +1

    It works thanks !

  • @CrypticNord
    @CrypticNord Před 3 měsíci

    That did not work, they dont move together when clicking once.

  • @DeviantPicturess
    @DeviantPicturess Před rokem +2

    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?

    • @IbisFernandez
      @IbisFernandez  Před rokem

      I have not yet found a way. Suck if you run into a solution let me know!

  • @junhadi5282
    @junhadi5282 Před rokem +1

    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

    • @IbisFernandez
      @IbisFernandez  Před rokem

      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.

  • @PerfectPulido
    @PerfectPulido Před 6 měsíci

    What does replace source actors do?

  • @danielso644
    @danielso644 Před rokem +1

    Is this possible runtime? I think not right? Sorry for the silly question.

  • @gyzmo8197
    @gyzmo8197 Před rokem +1

    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

    • @IbisFernandez
      @IbisFernandez  Před rokem

      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.

    • @gyzmo8197
      @gyzmo8197 Před rokem

      @@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.

    • @Cromerone
      @Cromerone Před rokem

      BLESS UR SOUL

    • @Cromerone
      @Cromerone Před rokem

      @@IbisFernandez To answer this no this issue is still there

  • @justinnixon5823
    @justinnixon5823 Před rokem

    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.

    • @IbisFernandez
      @IbisFernandez  Před rokem

      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

  • @kudjo24
    @kudjo24 Před rokem

    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

    • @IbisFernandez
      @IbisFernandez  Před rokem

      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.

  • @RenBias
    @RenBias Před 7 měsíci

    Does this save memory space?

  • @burhanyasaru
    @burhanyasaru Před 10 měsíci

    thanks bro

  • @lucutes2936
    @lucutes2936 Před 4 měsíci

    RGZ

  • @BlenderUnreal
    @BlenderUnreal Před rokem +1

    dam... finally. i found a tutorial for this. this is totally rare here on youtube

  • @asmaaelsawy9593
    @asmaaelsawy9593 Před rokem +1

    thank you