Start with a small set#
Select ordinary static mesh components with meshes assigned. Test a representative group before converting a large assembly.
Check its appearance, collisions, and any gameplay logic that refers to those components.
Review originals and graph references#
Deleting an original can leave graph nodes referring to a component that is no longer there. The dialog reports those references but does not block conversion.
Keep originals when you still need to review those nodes, or update the graph as part of the conversion. Kept originals are hidden with collision disabled, so keeping them does not preserve their previous visible or collision behavior.
Read skip reasons#
| Reason | What to check |
|---|---|
| Root component | Keep the actor's root intact and choose other components. |
| Inherited or native component | Edit the owning parent where appropriate. |
| No mesh assigned | Assign a mesh first. |
| Already instanced or not a mesh | Use the appropriate instance-editing workflow instead. |
| Attached children are not being converted | Include eligible children, or retain the originals. |
| Painted vertex colors | Keep the component if the paint must survive. |
| Unresolved socket attachment | Check the parent mesh and socket. |
| Below Minimum Instances | Adjust the selected set or the minimum preference. |
Review separate groups#
More output groups than expected can be caused by different material overrides or collision settings. Read the proposed result instead of assuming every copy of one mesh can share a component.
Verify and save#
After converting, inspect the viewport, compile the Blueprint, and test a placed copy. Use Undo if the result differs from what you need.