Mesh modeling
Project & assetsBuild and edit meshes: primitives, shape edits, UVs, collision and LODs.
What it’s for
This area builds and edits mesh geometry with Unreal’s modeling tools. Your assistant starts from a basic shape such as a box, sphere, cylinder, torus, stairs, pipe or ramp. Then it reshapes it: extrude, inset, bevel, combine or cut with booleans, bend, twist and taper, remesh or simplify.
It also does the finishing work that turns a raw mesh into a usable asset: UVs, normals and tangents, simple or convex collision, LODs, and saving the result as a Static Mesh, with or without Nanite.
Use it whenever you want new or changed mesh shapes. To place, move or transform meshes that already exist, see Actors in the level or Levels and maps. The work happens on a mesh in the current level, so you can shape it step by step and save it as an asset once it looks right.
Things you can ask
Block out a pillar and save it as a Static Mesh
A box is stretched into a tall pillar and saved as an asset.
You: Block out a tall pillar and save it as a Static Mesh.
Made an 80 by 80 box, extruded it 240 units up, and saved it as /Game/Meshes/SM_Pillar.Cut a doorway through a wall
A smaller box is subtracted from the wall to punch the opening.
You: Cut a doorway through this wall.
Cut a 120 by 220 doorway through Wall and removed the cutter box.Finish a mesh with collision and Nanite
The mesh gets collision and is saved as a Nanite-enabled Static Mesh.
You: Give the rock collision and export it as a Nanite mesh.
Generated collision for Rock and saved it as the Nanite mesh /Game/Meshes/SM_Rock_Nanite.