Using Dynamic Meshes has its upside: great for blockouts. But also has some downsides such as unable to export as FBX.
Common questions when working with Dynamic Meshes in UE5:
In this post we'll cover a lot of problems and solutions while working with Dynamic meshes and converting them to Static Meshes.
When you switch over to Modeling Mode (Shift+5) and go to Create Tab, you'll have two Output Types you can work with in UE5: Static or Dynamic.
Static Meshes are saved inside the Content Browser. You can re-use these Static Meshes in any level you are working on. Static Meshes are what you'll be using to create most of your world geometry.
Dynamic Meshes are only contained and saved within the level itself and NOT saved inside the Content Browser. With Dynamic Meshes you are free to focus on environment blockouts without having to worry about hundreds of mesh iterations cluttering the Content Browser. However note that Dynamic Meshes are not efficient for rendering and memory and are not compatible with Lumen or Nanite. This is why you should only use them as blockouts and not as final world geometry.
Convert will convert a Dynamic Mesh to a Static Mesh and vice versa. It will remove the previous version you had, so if you want to keep the original you should use Duplicate.
Convert will work on multiple Meshes selected at the same time.
If you are converting Dynamic Mesh to a Static Mesh, it will place the converted meshes into the default folder inside the Content Browser.
Merge will combine multiple selected meshes while converting them to Dynamic or Static output type.
You now have merged multiple meshes into one.
Duplicate will make a copy of selected meshes inside the level and convert them to another mesh type if selected.
Split will separate the meshes that have been Merged together.
You can only export Static Meshes from UE5 as FBX.
Dynamic Meshes must be converted to Static before exporting.
Option #1: Export as FBX
Right from the Content Browser, right-click on the Static Mesh you want to export and choose Asset Action > Export:
Choose what type of data you want to export. For Static Meshes I leave these at default. If you get problems on import where parts of your mesh are missing or lack detail then re-export but enable Export Source Mesh.
Choose where folder location and save as FBX.
Option #2: Export as FBX
You can also export Static Meshes from the level instead of from Content Browser.
Select the Static Meshes inside the level you want to export then go to File > Export Selection:
Keep the options the same as Option #1.
Import the exported mesh into your Modeling package by going to File > Import and choosing the FBX:
For more detailed tutorial on Exporting and Importing with Maya for UE5 see this In-Depth Study...
Module 2 in "UE5: Fundamentals Vol.1" tutorial course covers everything you need to get started with using Modeling Mode to create Static Meshes in Unreal Engine 5.
Home Terms of Use/Trademarks/Disclaimers Privacy Policy Donate About Contact
All content on this website is copyrighted ©2008-2024 World of Level Design LLC. All rights reserved.
Duplication and distribution is illegal and strictly prohibited.
World of Level Design LLC is an independent company. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way. All content is based on my own personal experimentation, experience and opinion. World of Level Design™ and 11 Day Level Design™ are trademarks of AlexG.
Template powered by w3.css