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Description
Description
When using the Array Modifier in Blender to duplicate an object (e.g., a window for architectural visualization), the Datasmith export merges all array copies into a single mesh object.
This causes the instancing information to be lost in Unreal Engine.
In contrast:
Manually duplicating the object with Alt+D (linked duplicate) works correctly.
In that case, Datasmith exports three separate actors that share the same mesh asset.
In 3ds Max, using Array also correctly exports as instanced elements via Datasmith.
This behavior makes it difficult to efficiently create façade elements and repeating architectural structures in Blender while preserving instancing in Unreal.
Steps to Reproduce
Create a mesh object (e.g., a window).
Add an Array Modifier with count = 3.
Export using Datasmith.
Import into Unreal Engine.
Expected Behavior
Three separate actors in Unreal.
All actors reference the same Static Mesh asset.
Instancing information preserved (similar to Alt+D duplication).
Lightweight and efficient scene structure.
Actual Behavior
The three array elements are collapsed into a single combined mesh.
Only one actor is created.
Instancing information is lost.