Geometry¶
Everything mesh-shaped. Four authoring paths in UE 5.7:
| Path | What it's for | Page |
|---|---|---|
| Static / Skeletal Mesh import | Standard DCC → glTF / FBX → UE | (Catalog) |
| Geometry Cache | Pre-baked Alembic sims | → |
| Modeling Tools | In-editor poly modeling, retopo | → |
| Geometry Script | Programmatic mesh authoring (BP / Python / C++) | → |
| Procedural Mesh Component | Runtime dynamic meshes for gameplay | → |
Choosing between them¶
graph TD
A[Need geometry] --> B{Authored in DCC?}
B -->|Yes, static| SM[Static Mesh import]
B -->|Yes, skeletal| SK[Skeletal Mesh import]
B -->|Yes, baked sim| GC[Geometry Cache]
A --> C{In-engine authoring?}
C -->|Interactive poly modeling| MT[Modeling Tools]
C -->|Generated by script| GS[Geometry Script]
C -->|Runtime gameplay| PM[Procedural Mesh]
Nanite¶
Almost any static mesh should ship as Nanite in UE 5.7 — see Nanite. The geometry path matters less than whether the asset is marked Nanite-enabled.
Pages¶
- Geometry Cache — Alembic playback
- Nanite Geometry — Nanite-specific authoring
- Modeling Tools — in-editor modeling
- Geometry Script — scripted authoring
- Procedural Meshes — runtime gameplay meshes