The Copy To Selected tool duplicates one base object onto a set of target objects. It is useful for placing the same prop, helper object, trigger, or child object at many existing object positions.
The tool keeps the base object as the object to duplicate, then uses each target object’s transform as a placement reference.
Open it from the World Editor window menu as Copy To Selected.
The Base Object is the object that will be copied.
To set it:
The selected base object remains the source for all copies until another base object is picked.
Pick the object exactly as you want it copied. The duplicate is created from the base object’s current fields and asset references, then moved to each target location according to the selected options.
Common base objects include:
Target objects provide the destination positions for the copies.
Available target actions:
TSStatic objects that use the same mesh as the reference object.If target objects are already set, the first target is used as the reference for same-class or same-mesh selection. Otherwise, the current selection is used.
The base object is skipped if it is also present in the target list. This prevents the source object from being copied onto itself.
Use Use same Class when all objects of a certain class should receive a copy, such as all markers or all triggers. Use Use same TSStatic Mesh when every instance of a specific mesh should receive a related object, such as adding a helper to every copy of the same prop.
SimGroup.Rotation options are useful when the copied object needs to align with each target. If Apply Target Rotation is enabled, the target orientation drives the copy. If Relative Rotation (target * base) is used, the base object’s rotation is preserved relative to the target orientation.
Use Apply Target Scale only when the copied object should inherit target scale. This is useful for helper meshes, but may be undesirable for lights, triggers, sounds, or objects where scale has a specific gameplay meaning.
Use Put Copies Into New Folder for large operations. The new SimGroup keeps generated objects together so they can be reviewed, renamed, moved, or deleted as a batch.
The Target Local Offset (m) fields offset each copy in the target object’s local space. Use these values when copies should appear above, beside, or behind each target instead of directly at the target origin.
For example, a positive local Z offset places the copy above each target according to that target’s orientation.
Because the offset is local to each target, the same offset follows target rotation. A local X offset moves sideways relative to each target, local Y moves forward or backward relative to each target, and local Z moves along the target’s up direction.
Use small test values first when targets have different rotations, because local offsets can produce different world-space directions for each target.
The tool creates one copy per target. Created copies are linked back to their target through the target object’s next available child custom field when the copied object has a valid name.
The generated copies use the editor undo stack. If the result is not correct, undo the operation, adjust the target list or options, and run it again.
TSStatic that uses the mesh you want to target.This creates one helper at every TSStatic using the same mesh.
This places the prop at each marker transform.
After creating copies:
child fields if those links are part of the intended setup.Was this article helpful?