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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.

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