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Batch Actor Replacer

Module: Design · Category: LevelDesign · Tool ID: BatchActorReplacer

Two-list batch replacement tool. Scan the level, pick a source class, narrow to specific instances via per-row checkboxes, pick a target asset (any placeable: StaticMesh, SkeletalMesh, Blueprint, Niagara, Decal, etc.), click Replace Selected. Every checked instance is swapped while preserving transform, tags, and layer assignment. Full undo support.

Screenshot 01 — Hero shot — Replacer with class list on left showing scanned classes + counts, instance list on right with per-row checkboxes, target asset configured at the bottom.


  • Swapping placeholder cubes for the real meshes after blockout
  • Replacing one Blueprint with a refactored version across the whole level
  • Bulk-converting old AStaticMeshActor to new modular pieces
  • Migrating placed Niagara systems to a newer template
  • Don’t use this for one-off replacements — UE’s regular drag-replace is faster
  • Don’t expect this to handle non-placeable assets — only assets with a registered ActorFactory work

  1. Open the EQLabs Hub and search for Batch Actor or Replace (or browse to Design → LevelDesign)
  2. Click the tool card
  3. Click Scan Level

SectionWhat it does
Scan LevelWalks the active level, groups actors by class
Class SearchFilter by class name
Class listPer-class row: class name, instance count

Click a class row to populate the instance list below.

SectionWhat it does
Instance SearchFilter by actor name within the source class
Per-row checkboxInclude this actor in the replacement
Select All / Deselect AllBulk toggle
Instance listPer-row: actor label, selected flag
FieldWhat it doesDefault
Type Filter comboAll Placeable / StaticMesh / SkeletalMesh / Blueprint / NiagaraSystem / ParticleSystem / Material / Sound / AnimBlueprintAll Placeable
Target Asset pickerRestricted to the selected type filter
Preserve Tags checkboxKeep actor tags through replacementtrue
Preserve Layer checkboxKeep editor layer assignmenttrue
Replace SelectedPerforms the batch swap

Screenshot 02 — Replacement flow — Tool with a class selected, 8 instances checked, target asset configured, Replace Selected button highlighted.


  1. Click Scan Level
  2. In the class list, click AStaticMeshActor (or your placeholder class)
  3. The instance list populates — Ctrl+Click rows or use Select All
  4. In the target picker, set Type Filter to StaticMesh
  5. Drop the real mesh into the picker
  6. Click Replace Selected
  1. Scan, pick the source Blueprint class in the class list
  2. Filter instance list, pick the ones to replace
  3. Set Type Filter to Blueprint, drop the new Blueprint into the picker
  4. Click Replace Selected

You can swap an AStaticMeshActor for a Blueprint, or a Blueprint for a Niagara system — UE’s FActorFactoryAssetProxy handles the right actor class for the target asset.


FieldDefault
Preserve Tagstrue
Preserve Layertrue
Type FilterAll Placeable
Class Search / Instance Searchempty

Settings file: [Project]/Saved/EQLabs/Settings/BatchActorReplacer.json


  • In-place actor replacement — old actors removed, new actors spawned with the target asset
  • Transform preserved — location, rotation, scale carry over
  • Tags preserved — when Preserve Tags is on
  • Layer preserved — when Preserve Layer is on
  • Undo — entire batch wrapped in a single ScopedTransaction. Ctrl+Z reverts the lot

  • Cross-class swaps can lose properties — if the source is a custom Blueprint with custom variables, those are lost when swapping to a different class
  • Type Filter narrows the picker — use it to avoid accidentally picking the wrong asset class
  • References to replaced actors will break — gameplay code that references replaced actors by pointer/path will need update; check after a big batch swap
  • Single-click on a class row populates the instance list; on an instance row, selects the actor in the viewport


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