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¶
- Modeling Mode → Create → Cube Grid
- Snap to a 1 m grid, lay out rooms
- Boolean Subtract doors / windows
- Plane Cut for floors
Cleaning a high-poly mesh for Nanite¶
- Mesh Inspector for non-manifold edges
- Auto Repair to fix holes / inverted normals
- Generate LOD with target tri count if you need a fallback for non-Nanite hardware
Retopology¶
- PolyDeform → AutoRetopo for organic models
- TriangulateUV then PolyGroups to define hard edges
- 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).