Merge/Combine selected actors into a single static mesh in Unreal Engine 5

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

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

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

DeviantPicturess
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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.

aliwoto
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Thanks a bunch, man !
<2min tutorials are always bangers :]

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

Klementiner
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Thank you so much, this was extremly helpful!

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

OmarHesham
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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?

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

anderman
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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

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

varunbhatt_
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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

junhadi
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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?

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

avaifia
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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.

mirckaranda
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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.

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

Preirin
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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

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

NostalgiaFocus