Mesh Instancer / Help

FAQ

v1.2.0Editor plugin
  • UE 5.5–5.8
On this pageWhich engine versions are supported?Does it work in a Blueprint and on a level actor?Does it combine different meshes into one mesh asset?Why did the conversion create several components?Can I keep the original components?Can I undo a conversion?Can I move individual instances afterwards?Can I break out just one instance?Are painted vertex colors preserved per instance?Does the plugin ship with the game?Does converting guarantee faster gameplay?

Which engine versions are supported?#

UE 5.5–5.8.

Does it work in a Blueprint and on a level actor?#

Yes. Use the relevant Components panel.

Does it combine different meshes into one mesh asset?#

No. It creates instanced components from compatible repeated pieces; it is not a mesh-merging tool.

Why did the conversion create several components?#

Differences such as meshes, material overrides, mirroring, or collision settings can require separate groups. Review the dialog.

Can I keep the original components?#

Yes. Untick Delete original components. Retained originals are hidden with collision disabled.

Can I undo a conversion?#

Yes. The conversion is one Undo step.

Can I move individual instances afterwards?#

Yes. Enable instance editing and use the viewport or Mesh Instances panel.

Can I break out just one instance?#

Yes. Select it first, then use Break to Static Mesh Components.

Are painted vertex colors preserved per instance?#

No. Painted components are skipped by default. Disabling that protection loses the paint.

Does the plugin ship with the game?#

No. The editor tool produces standard Unreal components that can be used in the packaged game.

Does converting guarantee faster gameplay?#

No. Measure the result in your scene, with its actual rendering and gameplay workload.

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