Mesh Instancer / Start here

User manual

v1.2.0Editor plugin
  • UE 5.5–5.8
On this pageWhere to workChoose the result typeReview the dialogEdit the resultUseful preferencesCheck retained properties

Where to work#

Use the Components panel in an Actor Blueprint, or Details → Components for an actor selected in a level.

Convert to Instanced Mesh appears when the selection contains a plain static mesh component with a mesh assigned.

Choose the result type#

The menu offers Hierarchical Instanced Static Mesh and Instanced Static Mesh. Both produce standard Unreal components. Choose the type appropriate to your scene and compare the result in representative gameplay.

Conversion alone does not guarantee a particular performance improvement.

Review the dialog#

The dialog lists what will be created, what will be skipped, and graph nodes that still refer to originals marked for deletion.

Keep Delete original components enabled to remove the originals. Disable it to retain hidden originals with collision turned off.

Different mesh, material, mirroring, or collision settings can produce separate result groups.

Edit the result#

Open Show Instances or Tools → Mesh Instances. Select rows or click instances in the viewport, then edit transforms, add, duplicate, or delete pieces.

Each editing action supports Undo.

Useful preferences#

Open Editor Preferences → Plugins → Mesh Instancer.

Setting Use
Confirm Before Converting Keep the review dialog before changes.
Delete Originals By Default Choose the initial deletion option.
Skip Meshes With Vertex Colours Preserve painted components by excluding them.
Minimum Instances Leave groups below the chosen size unchanged.
Result Mobility Set the mobility of created components. It is raised to match the parent when needed, so results in a Blueprint are usually Movable.
Enable Instance Editing Allow created instances to be clicked.
Panel Follows Selection Follow the selected instanced component.

The Feature reference lists every setting with its default.

Check retained properties#

Review meshes, material overrides, collision, mobility, shadows, and decals after conversion. Properties outside the supported carried-over set use defaults; do not assume every custom setting is retained.

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