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Modeling Tools

In-editor poly modeling toolkit. Enable the Modeling Tools Editor Mode plugin and pick Modeling in the Modes panel.

Tool categories

Category Tools
Create Box, Cylinder, Sphere, Disk, Stairs, Lathe, Sweep
Transform Edit Pivot, Align, Bake Transform
Polymodel Cube Grid, PolyEdit, Extrude, Inset, Bevel, Loop Cut
MeshOps Boolean (CSG), Plane Cut, Mirror, Mesh Inspector
Deform Smooth, Sculpt, Flatten, Sticky Editing
UVs UV Layout, Unwrap, UV Editor
Voxel Voxel Merge, Voxel Solidify, Voxel Offset
Bake Bake to Mesh, Bake Vertex Colors, Bake Materials
LOD Generate LOD chain, Bake Nanite

Workflow examples

Blocking a level

  1. Modeling Mode → Create → Cube Grid
  2. Snap to a 1 m grid, lay out rooms
  3. Boolean Subtract doors / windows
  4. Plane Cut for floors

Cleaning a high-poly mesh for Nanite

  1. Mesh Inspector for non-manifold edges
  2. Auto Repair to fix holes / inverted normals
  3. Generate LOD with target tri count if you need a fallback for non-Nanite hardware

Retopology

  1. PolyDeform → AutoRetopo for organic models
  2. TriangulateUV then PolyGroups to define hard edges
  3. Bake normal map from source to retopo mesh

Scripting

Modeling Tools expose Geometry Script as their underlying engine, so any operation can be scripted from BP / Python. See Geometry Script.

Gotchas

  • All modeling output is a Static Mesh asset by default — pick a folder during the operation.
  • Undo works per tool but not per click — commit each operation deliberately.
  • The mesh inspector's "Errors" panel surfaces issues Nanite cares about (non-manifold, zero-area triangles).