How does the “Convert to Static Meshes” feature work?
When you select brushes and right click on them, then select Convertàto Static Mesh, the above dialog box appears.
If you use it with brushes selected, you should only use the first group of the dialog (New Static Mesh). The Prefab and Collision Object groups are used when static meshes are selected.
In the New Static Mesh and Package Group, you enter the Package name, Group name (leave blank if you don’t want it to be in a Group) and the Static Mesh name.
Remember that all names must be unique between objects, packages and groups.
When you select several static meshes and use Convert to Static Mesh, it creates a single static mesh from all selected static meshes.
The materials are concatenated (avoiding duplicate bitmap textures).
You can create a Prefab with all selected meshes by clicking on the Prefab check box. This will let you undo the operation if necessary.
The New Static Mesh is created and set in the Package and Group (if any) but it is not imported directly into your map. No modification is made to your map by using Convert to Static Mesh.
As for the last group in the dialog box (Collision Objects), it is used to deal with Static Mesh Collision Objects.
- “Group collision object from selection” groups all the Collision Objects from selected Static Meshes into a single Collision Object. Be careful, Collision Objects must NOT be self-intersecting or they may result in collision problems.
- “Set 1 selected actor as the collision object”: if you select this option, you are able to choose one of the selected meshes to become the Collision Object itself. The chosen mesh won’t be added to the geometry.
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