Step 4. Processing the assets using BricksImporter

Disabling AutoSave in UE5

Before we start processing the assets, it is a good step to disable the AutoSave function. UE5 does not recognize the processing part of BricksImporter and when it prompts autosave, your processing will stop.

Simply go to Edit -> Editor Preferences...

Then search for autosave and uncheck the "Enable AutoSave" tick box:

Feel free to re-enable it again when you are done converting.

Processing the Parts

Once you went through all the steps mentioned in Step 3. Importing the assets into Unreal Engine , select your Mesh blueprint. In my case that is saved in the Content/Guide/ folder of my project:

Select your Mesh blueprint asset

Then head over to the BricksImporter button, recognizable by the three cubes icon.

Select the "Sort Bricks Parts" option.

BricksImporter will now sort all the parts for you. You will see "Saving packages..." appear every now and then. A new folder called "Bricks" will be generated, where everything is sorted for you.

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As soon as the script has finished, it will automaticly delete the "Parts" folder. This is an indication that everything is processed correctly.


Processing the Mesh

When you want to process the mesh, there are two options you can choose from:

  • Construct Your Bricks Asset As Blueprint In Level

    • Generally used for smaller Bricks Assets, up to 2k components.

    • This function creates a new blueprint asset for you, with all the linked static meshes added into the blueprint.

  • Construct Your Bricks Asset As Static Mesh Actors In Level

    • Generally used for larger Bricks Assets, especially those bigger than 2k components.

    • Creates an hierarchy of Static Mesh Actors into the level with a parent empty actor.

    • Best workflow would be to add these actors into a Level Instance or Packed Level Actor.


Construct Your Bricks Asset As Blueprint In Level

Select your Mesh Blueprint again:

Then head over to the BricksImporter toolbar once again and select "Construct Your Bricks As Blueprint In Level"

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You will see the asset being constructed in real-time. The script will print the progress in %, shown in the Viewport and Output Log.

Once finished, a new blueprint will be added to your folder, starting with Bricks_. This blueprint can also be found in your Level Outliner. We will continue to call this the Bricks Blueprint asset.

Make sure to select the Bricks Blueprint in your Level Outliner, and save the instance modifications:

Then select "Apply Instance Changes to Blueprint". Now you can simply drag and drop the Bricks Blueprint Asset in any level.

That is it! In the next page I cover some additional steps to take, when it comes to getting more performance and allowing your to modify the assets.


Construct Your Bricks Asset As Static Mesh Actors In Level

Select your Mesh Blueprint again:

Then head over to the BricksImporter toolbar once again and select "Construct Your Bricks As Static Mesh Actors In Level"

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You will see the asset being constructed in real-time. The script will print the progress in %, shown in the Viewport and Output Log.

As soon as this process is finished, all created actors will be automaticly selected in the World Outliner for you. This is useful, for the next step.

For performance reasons (and being able to easily move your large Bricks asset around, make sure to follow this step, by converting the Static Mesh Actors into a Level Instance or Packed Level Actor.

Speeding up the process

If you want generate the Bricks Asset even faster, you can speed it up even more by opening the

More about this can be found here: Bricks Construction - Use Editor Tick Delay?

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