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The Static Mesh Editor consists of four areas:
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You can close any panel by clicking the small "X" in the upper-right corner of the tab. You can also hide any panel by right-clicking on the tab, and then clicking Hide Tab on the context menu that appears. To once again display a panel that you have closed, click that panel's name on the Window menu.
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Pressing F1 will display the Unreal Engine 4 (UE4) Material documentation.
Menu Bar
File
Command |
Description |
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Load and Save |
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Save |
Saves the asset you are currently working on. |
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Save As |
Saves the asset you are currently working on under a new name. |
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Open Asset |
Opens the Global Asset Picker to quickly find an asset and open the appropriate editor. |
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Save All |
Saves all unsaved levels and assets for your project. |
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Choose Files to Save |
Brings up a dialog box that allows you to choose which levels and assets you want to save for your project. |
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Connect To Source Control |
Brings up a dialog box that allows you to choose or interact with a source-control system that the Unreal Editor can integrate with. |
Edit
Command |
Description |
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History |
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Undo |
Undoes the most recent action. |
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Redo |
Redoes the most recent Undo, if it was the last action taken. |
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Undo History |
Brings up the Undo History panel in a separate window. |
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Sockets |
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Delete Socket |
Deletes the selected socket from the mesh. |
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Duplicate Socket |
Duplicates the selected socket. |
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Configuration |
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Editor Preferences |
Gives you a list of options, any of which open that part of the Editor Preferences window, where you can modify your Unreal Editor preferences. |
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Project Settings |
Gives you a list of options, any of which open that part of the Project Settings window, where you can modify various settings for your Unreal Engine project. |
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Plugins |
Brings up the Plugins window. |
Asset
Command |
Description |
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Actions |
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Find in Content Browser |
Locates and selects the current asset in the Content Browser . |
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Reference Viewer |
Launches the Reference Viewer showing the selected assets' references. |
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Size Map |
Displays an interactive map showing the approximate size of this asset and everything it references. |
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Audit Assets |
Opens the Audit Assets Ui and displays information about the selected assets. |
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Shader Cook Statistics |
Shows the Shader Cook statistics. |
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Reimport *filename |
Reimports the current asset from its original location on disk. |
Mesh
Command |
Description |
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Find Source |
Opens Windows Explorer at the folder where the Static Mesh's original source file resides. |
Change Mesh |
Changes the Static Mesh asset loaded in the Static Mesh Editor to the asset currently selected in the Content Browser . |
Collision
Command |
Description |
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Add Sphere Simplified Collision |
Generates a new sphere collision mesh encompassing the Static Mesh. |
Add Capsule Simplified Collision |
Generates a new capsule collision mesh encompassing the Static Mesh. |
Add Box Simplified Collision |
Generates a new box collision mesh encompassing the Static Mesh. |
10DOP-X Simplified Collision |
Generates a new axis-aligned box collision mesh with the 4 X-axis aligned edges beveled (10 total sides) encompassing the Static Mesh. |
10DOP-Y Simplified Collision |
Generates a new axis-aligned box collision mesh with the 4 Y-axis aligned edges beveled (10 total sides) encompassing the Static Mesh. |
10DOP-Z Simplified Collision |
Generates a new axis-aligned box collision mesh with the 4 Z-axis aligned edges beveled (10 total sides) encompassing the Static Mesh. |
18DOP Simplified Collision |
Generates a new axis-aligned box collision mesh with all edges beveled (18 total sides) encompassing the Static Mesh. |
26DOP Simplified Collision |
Generates a new axis-aligned box collision mesh with all edges and corners beveled (26 total sides) encompassing the Static Mesh. |
Convert Boxes to Convex |
Converts any simple box collision meshes to convex collision meshes. |
Remove Collision |
Removes any simplified collision assigned to the Static Mesh. |
Delete Selected Collision |
Deletes the selected collision from the mesh. |
Duplicate Selected Collision |
Duplicates the selected collision. |
Auto Convex Collision |
Generates a new convex collision mesh based on the shape of the Static Mesh asset. |
Copy Collision from Selected Static Mesh |
Copies any collision meshes that were created in the native 3D application and saved with the Static Mesh. |
For more information about collision for Static Meshes in Unreal Engine, see the Collision Reference .
Window
Command |
Description |
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Static Mesh Editor |
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Toolbar |
Toggles the display of the Toolbar . |
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Viewport |
Toggles the display of the Viewport panel. |
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Details |
Toggles the display of the Details panel. |
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Socket Manager |
Displays the Socket Manager panel, which is not displayed by default. |
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Convex Decomposition |
Displays the Convex Decomposition panel, which is not displayed by default. |
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Preview Scene Settings |
Toggles the display of the Preview Scene Settings panel. |
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Level Editor |
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Cinematics |
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General |
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Content Browser |
Brings up the Content Browser in a separate window. Enables opening multiple Content Browser windows. |
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Developer Tools |
Brings up the selected Developer Tool in a separate window.
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Find in Blueprints |
Brings up the Find in Blueprints tool in a separate window. Enables opening multiple Find in Blueprints windows. |
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Project Launcher |
The Project Launcher provides advanced workflows for packaging, deploying, and launching your projects. |
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Experimental |
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Localization Dashboard |
Brings up the Localiztion Dashboard for your project in a separate window. |
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Layout |
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Load Layout |
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Save Layout |
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Remove Layout |
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Enable Fullscreen |
Enables fullscreen mode for the application, expanding across the entire monitor. |
Help
Command |
Description |
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Bugs |
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Report a Bug |
Navigates to an online portal for reporting bugs in the Unreal Editor. |
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Issue Tracker |
Navigates to the Unreal Engine issue tracker page |
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Browse |
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Browse Static Mesh Editor Documentation |
Opens a browser window and navigates to the documentation about this tool. |
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Help Online |
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Support |
Navigates to the Unreal Engine support website's main page. |
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Forums |
Navigate to the Unreal Engine forums to view announcements and engage in discussions with other developers. |
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Answer Hub |
Navigate to the Answer Hub to ask questions, search answers, and share your knowledge with other UE4 developers. |
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Online Learning |
Learn Unreal Engine for free with easy-to-follow video courses and guided learning paths. |
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Visit UnrealEngine.com |
Navigates to UnrealEngine.com where you can learn more about Unreal technology. |
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Credits |
Display application credits. |
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Application |
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About Unreal Editor |
Displays application credits, copyright information, and build information. |
Toolbar
Item |
Description |
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Saves the current asset. |
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Browses to the associated asset and selects it in the most recenty-used Content Browser (summoning one if necessary). |
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Toggles whether the viewport updates in realtime, or only when clicked on / moused over. By default, it is turned off, and you may need to click in the viewport once after the mesh is loaded in order to get streamed textures displaying at high resolution. |
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Two options are available under the arrow dropdown menu.
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Displays any sockets that have been applied to this mesh. For more information about sockets, see SkeletalMeshSockets . |
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Toggles the viewmode of the Preview panel between a lit view and a wireframe view. |
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Toggles visibility of vertex colors. |
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Toggles visibility of the grid in the Preview panel. |
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Toggles display of the bounds of the Static Mesh. |
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Two options are available under the arrow dropdown menu.
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Toggles visibility of the mesh's pivot point. |
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Toggles display of vertex normals in the Preview panel. |
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Toggles display of vertex tangents in the Preview panel. |
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Toggles display of vertex binormals (orthogonal vector to normal and tangent) in the Preview panel. |
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Toggles display of vertices in the Preview panel. |
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Several options are available under the arrow dropdown menu, depending on the number of UV channels.
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Refocuses the camera on the Static Mesh. |
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Toggles whether or not to draw additional user data associated with the asset. |
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Bake out Materials for given LODs |
Viewport Panel
The Viewport panel shows a rendered (or optionally wireframe) view of the Static Mesh asset. This allows you to examine the Static Mesh as it would be rendered in-game. This viewport also allows you to preview the bounds of the Static Mesh asset as well as its collision mesh, if one has been assigned. In addition, the UVs of the Static Mesh can be displayed. For information about the basics of using this panel, refer to the Viewport Basics documentation.
Overlaid onto the Viewport panel is a set of statistics or information about the Static Mesh asset.
In this information you will find the following:
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LOD - Displays the number of LOD (Levels of Detail) for the Static Mesh.
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Current Screen Size - The vertical height of the mesh displayed on screen as a proportion of the height of the viewport.
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Triangles - Displays the number of triangles in the Static Mesh.
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Vertices - Displays the number of vertices in the Static Mesh.
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UV channels - Number of UV channels. Unique, non-overlapping UVs are required for shadow mapping.
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Distance Field - The resolution and memory footprint of the distance field for this mesh.
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Approx Size - Displays the approximate size (Length x Width x Height) of the Static Mesh in Unreal units with a scale of 1 in all axes.
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Num Collision Primitives - Number of collisions primitives.
Details Panel
The Details panel shows specific properties pertaining to the Static Mesh Actor, such as the Materials applied to the surface, LOD options, and mesh reduction options.
For information about the basics of using this panel, refer to the Editor Details Panel documentation.
Controls
Mouse Controls
Viewport Panel
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LMB + Drag - If the camera is locked, rotates the mesh around its Z axis and moves towards or away from the origin. Otherwise, rotates the camera around its Z axis and moves the camera along its local X axis.
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RMB + Drag - If the camera is locked, rotates the mesh. Otherwise, rotates the camera.
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LMB + RMB + Drag - If the camera is not locked, moves the camera along its local YZ plane.
Keyboard Controls
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Ctrl + R - Toggles realtime in the Preview panel.
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L + Mouse Move - Rotates the preview light in the Preview panel.
Camera Hotkeys
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Alt+H - Position camera to the Front Orthographic view.
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Alt+J - Position camera to the Top Orthographic view.
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Alt+K - Position camera to the Side Orthographic view.
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Alt+G - Position camera to the Perspective view.