Merge the meshes into one single piece before export. Makes it easier to handle when in UE4. You can create a second UV map for lightmapping, or have UE4 generate the lightmap UVs for you.
Make sure you have duplicates of the original mesh components so that you can make changes later. This is generally the workflow for objects with a lot of repeating segments.
Merge the meshes into one single piece before export. Makes it easier to handle when in UE4. You can create a second UV map for lightmapping, or have UE4 generate the lightmap UVs for you.
Make sure you have duplicates of the original mesh components so that you can make changes later. This is generally the workflow for objects with a lot of repeating segments.
in Unity (been a few years since I used it though) there was a feature where you could combine several objects then have an icon representing that collection of items, which you could drag into the scene at anytime, instancing? I cant remember what it was called, but I used it a few times.
In UE4, the equivalent is creating a Blueprint. This might be what you need; however, you will still encounter the issue of applying a material to each component.
In UE4, the equivalent is creating a Blueprint. This might be what you need; however, you will still encounter the issue of applying a material to each component.
ahh ok, cool, I will experiment with the blueprint thing.
Merge the meshes into one single piece before export. Makes it easier to handle when in UE4. You can create a second UV map for lightmapping, or have UE4 generate the lightmap UVs for you.
Make sure you have duplicates of the original mesh components so that you can make changes later. This is generally the workflow for objects with a lot of repeating segments.
the reason why I'm trying to avoid merging everything together is cause I was experiemnting with splines in Blnder and Im trying to avoid the concrete parts getting deformed when doing spines.
Hold on with merging in Blender into one single object or making blueprint with child components as static meshes (parts). There's an option to import ANY model file as a single model in Unreal Engine 4. At the import step, select "Combine Meshes" option to unify all subobjects from the file into one model. This way you could still have multiple objects in Blender and in FBX file, but at the engine it will be unified into one single mesh.
Note: to have multiple material IDs on subobjects inside UE4, you have to apply some kind of multimaterial with different IDs in Blender and properly define material IDs before exporting into engine. Without this you would only have one single material ID for the whole object.
Hold on with merging in Blender into one single object or making blueprint with child components as static meshes (parts). There's an option to import ANY model file as a single model in Unreal Engine 4. At the import step, select "Combine Meshes" option to unify all subobjects from the file into one model. This way you could still have multiple objects in Blender and in FBX file, but at the engine it will be unified into one single mesh.
Note: to have multiple material IDs on subobjects inside UE4, you have to apply some kind of multimaterial with different IDs in Blender and properly define material IDs before exporting into engine. Without this you would only have one single material ID for the whole object.
yeah, i already had an idea what that option would do, however it would be counter productive for my workflow. thanks.
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Make sure you have duplicates of the original mesh components so that you can make changes later. This is generally the workflow for objects with a lot of repeating segments.
In UE4, the equivalent is creating a Blueprint. This might be what you need; however, you will still encounter the issue of applying a material to each component.
There's an option to import ANY model file as a single model in Unreal Engine 4. At the import step, select "Combine Meshes" option to unify all subobjects from the file into one model.
This way you could still have multiple objects in Blender and in FBX file, but at the engine it will be unified into one single mesh.
Note: to have multiple material IDs on subobjects inside UE4, you have to apply some kind of multimaterial with different IDs in Blender and properly define material IDs before exporting into engine. Without this you would only have one single material ID for the whole object.