Good — the screenshot shows the exact situation: you imported the FBX “as an FBX Scene / actor”, so you now have an FbxScene_* actor with hundreds of child StaticMeshComponents (Object_1, Object_10, etc.). That import mode is great for preserving hierarchy, but it’s not the best shape if you want “swap one arrangement for another” like Unity.
So when I said “import multiple FBX arrangements”, I meant: import multiple FBX files into the Content Browser as assets, and then have one Tile Actor in the level that can switch which mesh(es) it uses.
Right now you’ve got:
✅ a placed actor (the FBX scene actor) + a component attached
…but that actor is a big hierarchy, not a single mesh you can swap easily.
Below are the two clean ways to get to Option A depending on what your FBX actually contains.
From the screenshot it looks like the FBX is many separate meshes (each tile as its own object). If that’s true, you have 2 good routes:
- Convert all those tile pieces into a single representation you can swap:
- either Merged Static Mesh (one mesh)
- or Hierarchical Instanced Static Mesh (best if they’re repeated tiles)
This makes swapping “Arrangement A → Arrangement B” easy and fast.
- Keep each FBX Scene as its own actor in the level and toggle visibility/tick.
- This is more Unity-like but heavier if you have many.
Given you’re driving a texture-based scale effect, Route 1 is usually the “clean Unreal” solution.
Instead of attaching your component to the imported FbxScene_* actor, you create your own actor:
✅ BP_TileSurface (your “one thing”)
- Contains either:
- one StaticMeshComponent (if merged)
- OR one HISM component (if instanced tiles)
- Has your
ScaleByMat component
- Exposes a function like:
SetArrangement(ArrangementAsset)
Then your manager references BP_TileSurface (typed) and tells it what to display.
No — not necessarily.
You import them into the Content Browser as assets, and place only one actor in the level that can swap what it uses.
However, with your current FBX Scene import, you can’t just “Set Static Mesh” because it’s not a single mesh — it’s a hierarchy of many components.
Pick one of these:
Use Hierarchical Instanced Static Mesh (HISM)
- One component draws thousands of tiles efficiently
- You can still animate per-instance scale if your material uses world position / texture mapping (often good enough)
- You can swap arrangements by swapping instance transforms
Merge the FBX scene into one Static Mesh
- In editor: select the components → “Merge Actors” (or similar tool) → create merged mesh asset
- Then your
BP_TileSurface can simply Set Static Mesh
This gives you the clean “Option A” swap.
This is the easiest short-term and very Unity-like.
- Place ArrangementA actor (
FbxScene_A)
- Place ArrangementB actor (
FbxScene_B)
- Each has your scaling component (or you apply scaling through material params globally)
When switching:
- Hide all arrangements:
Set Actor Hidden In Game(true)
Set Actor Enable Collision(false) (optional)
Set Actor Tick Enabled(false) (optional, not always needed)
- Show the chosen one:
Hidden In Game(false)
Tick Enabled(true)
Bonus: also disable the scaling component tick on the inactive ones:
ScaleByMatComponent → Set Component Tick Enabled(false)
This is “Unity SetActive” but split across a few nodes.
Right now you’ve attached your component to the FbxScene_* actor.
But that actor contains many mesh components.
So your scaling component needs to either:
- iterate through all child mesh components and apply material params, or
- work via something global like a Material Parameter Collection (MPC), so you don’t care which actor is active.
Material Parameter Collection (MPC) if:
- the scaling effect is purely in the material (driven by texture + a few scalars/colors)
Then your manager sets MPC values once, and whichever arrangement is visible “just uses it”.
No per-actor component needed at all.
This is extremely clean for projection experiences.
Just answer these two (quick) things:
- In your FBX, are the tiles separate objects (looks like yes) or is it actually one mesh?
- Is your scaling effect implemented entirely in the material (scale via WPO etc.), or are you scaling transforms of individual tiles?
With those two answers, I can tell you:
- whether you should use Merged Mesh, HISM, or MPC + visibility switching
- and the clean Blueprint structure for it.