Set Up Mesh to Actor Swap

Updated May 25, 2026

The Mesh to Actor Swap system is straightforward once it is integrated. Hyper already has automatic mapping from items in DT_Items to the static mesh and then to the actual pickup actor, so you do not need to set up every pickup item manually.

This guide assumes you have already migrated and integrated the Mesh to Actor Swap system, placed the component on your Character, and tested the example map successfully.

Mesh to Actor Swap example map working after integration

Place the ISM Proxy Manager

If your level uses ISM instances with the Mesh to Actor Swap system, drag an ISM Proxy Manager into the world. It manages removing ISM instances, adding them back, and handling replication for multiplayer games.

Use the standard manager for normal maps:

/Game/Hyper/MeshToActorSwapSystem/Blueprints/BP_ISM_Proxy_Manager
BP_ISM_Proxy_Manager.uasset

Use the Save System variant when the map uses World Partition and saving/loading, such as in MST Pro or another foundation with a save system:

/Game/Hyper/MeshToActorSwapSystem/Blueprints/BP_ISM_Proxy_Manager_SaveSystem
BP_ISM_Proxy_Manager_SaveSystem.uasset

Why this matters: the Save System variant helps update the proxy manager while saving and loading in World Partition maps.

BP_ISM_Proxy_Manager_SaveSystem placed in the world

What makes a mesh swap?

To make a mesh swappable, it needs to block the Mesh to Actor Swap object trace. Use the collision preset MeshToActorSwap.

  1. Place a static mesh in the world.

    • In this example, the static mesh is selected in DT_Items.
    • Because of that, it can automatically swap to a pickup item.
    • You do not need to map the mesh to the actor manually in this example.
    • Set the collision preset to MeshToActorSwap.

Static mesh using the MeshToActorSwap collision preset

  1. When you press Play, the static mesh automatically swaps to an interactable actor.

Static mesh swapped to an interactable actor in Play mode

Set up your own swappable mesh

If you want a specific mesh to swap to a specific actor, add the mapping to the Mesh to Actor Swap data table. This example maps a tree mesh to a choppable tree actor.

  1. Navigate to /Game/Hyper/Core/MeshToActorSwapSystem/Datamodel/Datatable/DT_MeshToActorSwap.
  2. Select the static mesh /Game/Hyper/ResourcePack/Environments/Trees/Pine_Tree_Large/Mesh/SM_pine_tree_01.
  3. Map it to /Game/Hyper/TreeCutting/Blueprints/MaterialBased_ChoppableTrees/Configurations/Large/BP_MaterialBased_ChoppableTree_Pine_Large_01.

The Hyper biome spawner already sets the MeshToActorSwap channel on the meshes it places in the world. If you use your own meshes or placement flow, update the collision settings yourself.

DT_MeshToActorSwap mapping from tree mesh to choppable tree actor

You can set up swaps for any actor that needs to be spawned in the world. Common examples include:

  • All trees.
  • All mineable rocks.
  • Breakable props such as vases, barrels, and similar objects.