Proxy Geometry Tool Reference

Product documentation including reference and guides for Unreal Engine 4

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In the following table you will find property descriptions for each of the settings that you will find in the Proxy Geometry Tool:

Property Name


Screen Size

Screen size of the resulting proxy mesh in pixels.

Override Spatial Sampling Distance

Override when converting mesh from proxy lod merging. Warning, large geometry with small sampling has very high memory costs.

Material Settings

Material simplification settings.

Calculate Correct LOD Model

Determines whether or not the correct LOD models should be calculated given the source meshes and transition size.

Merge Distance

Distance at which meshes should be merged together, this can close gaps like doors and windows in distant geometry.

Unresolved Geometry Color

Base color assigned to LOD geometry that can't be associated with source geometry. For example, doors and windows that have been closed by the Merge Distance.

Transfer Distance Override

Override search distance used when discovering Texture values for simplified geometry. Useful when non-zero Merge Distance settings generates new geometry in concave corners.

Hard Edge Angle

Angle at which a hard edge is introduced between faces. Note: Increases vertex count and may introduce additional UV seams. It is only recommended if not using Normal Maps.

Normal Calculation Method

Controls the method used to calculate the Normal for simplified geometry.

Light Map Resolution

Lightmap resolution size.

Compute Light Map Resolution

If ticked will compute the lightmap resolution by summing the dimensions for each mesh included for merging.

Enable Volume Culling

Allows culling volumes to exclude geometry.

Allow Adjacency

Whether to allow Adjacency buffers to tessellation in the merged mesh.

Allow Distance Field

Whether to allow distance field to be computed for this mesh. Disable this to save memory if your mesh will only rendered in the distance.

Reuse Mesh Lightmap UVs

Whether to attempt to reuse the source mesh's lightmap UVs when baking the Material or always generate a new set.

Allow Vertex Colors

Whether to allow Vertex Colors saved in the merged mesh.

Generate Lightmap UVs

Whether to generate lightmap UVs for the merged mesh.

In the following table you will find description for each of the available Console Commands that can be used with the Proxy Geometry Tool: 

Command Name



Color verts by UV chart. Default off.
0: Disabled.
1: Enabled.


Shall the ProxyLOD system attempt to correct walls with interpenetrating faces
0: Disabled - Default.
1: Enable, may cause cracks.


Doing material work in parallel with mesh simplification.
0: Disable.
1: Enable - Default.


Limit the number of dilation steps used in gap filling for performance reasons. This may affect gap filling quality as bigger dilations steps will be used with a smaller max.
0: Will disable gap filling.
1: Default.- Default.


Name of the Proxy LOD reduction module to choose. If blank it chooses any that exist.


Only remesh. No simplification or Materials.
0: Disabled - will simplify and generate Materials.- Default.
1: Enabled - will not simplify or generate Materials.


Use single-threaded code path.
0: Multithreaded. - Default.
1: Single threaded.


0: shoot both ways.
1: preference for forward - Default.


Controls the option to generate a Mikk-T space at each vertex. Default on. When this is disabled, a tangent space of (1,0,0) (0, 0, 1) (0,1,0) is added to each vertex for encoding the normal map.
0: world space at each vertex.
1: tangent space at each vertex - Default.

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