How to replace actors generated by Engine

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I have an HDA that writes out several meshes, which will subsequently be used in a blueprint. I will want to iterate on the meshes that are generated using the HDA tool, optimally making changes and rewriting the static meshes to override the previous batch. The names remain the same, but if i run bake to actors, it will write new actors and increment the names, same with bake blueprint. If i simply “bake all” in the houdini generated meshes section, it will add any new geo, but wont replace any geo with the same existing name.

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Hi DrMuerte22,
I have been trying to figure this out as well. Have you had any luck in finding a solution?

Glen
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There isnt a way to do this with the default setup. Its something that would have to be scripted on the unreal side.
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