Modeling Mode is an editor mode that provides you with the tools to create and sculpt your own 3D mesh assets directly in Unreal Engine. Although Modeling Mode works similarly to other modeling software, there are a few key differences in how the Modeling editor mode creates new assets and handles editing that you should know before you begin working with it.
Prerequisite Topics
To better understand and use the content of this page, familiarize yourself with Modeling Mode by reading the Modeling Mode Overview documentation.
Creating Assets with Modeling Mode
You can create new mesh assets using the tools found in the Shapes or Create categories of the Modeling Tools palette:
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Unreal Engine uses the Output Type specified in the Tools Details panel when creating a new asset. Output types that are not supported by the selected tool are grayed out.
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Output Type |
Description |
---|---|
Static Mesh |
Creates a Static Mesh version of the specified asset. |
Volume |
Creates a Volume version of the specified asset. |
Dynamic Mesh |
Creates a Dynamic Mesh version of the specified asset. |
Modeling Mode saves new assets based on the settings in the Modeling Mode section of the Project Settings. This can be quickly customized by using the New Asset Location property located in the Modeling Mode Quick Settings.
Editing Assets with Modeling Mode
After you create an asset and save it, your shape is ready for editing. When you edit an asset using Modeling Mode, the original mesh is hidden and replaced with a Dynamic Mesh Actor preview mesh.
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Because the changes to your asset are not applied until the Accept button is clicked, it is possible to see the edited Dynamic Mesh next to the unedited Static Mesh asset in the viewport.
The Dynamic Mesh Actor becomes a container that holds the changes to your asset until you click the Accept button. Once you accept the changes, Modeling Mode applies the changes and overwrites the existing static mesh assets.
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Exceptions
Some tools give you the option to overwrite the existing asset or create new assets directly. Here are some examples:
Mesh Merge (MshMrg)
Mesh Bool (MshBool)
Trim
Merge
Vox Wrap
Vox Blend (VoxBlnd)
Vox Morph (VoxMrph)
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These tools give you the option to create a New Object using the result of your edit or to overwrite the First Input Object or Last Input Object.
Another exception to this workflow is the Mirror tool:
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The Mirror tool modifies multiple meshes simultaneously, but updates them individually.
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Using the Save Mode property, you can also select Create New Assets. If selected, the Mirror tool creates a number of new assets equal to the number of input meshes. These new assets are saved using the settings defined in the Modeling Mode Quick Settings tab at the bottom of the Tools Details panel.
There are also tools that create non-mesh assets. The Baking tools create texture assets and save them in the same location as the source mesh.
Modeling Mode Project Settings
There are several options for Modeling Mode in the Project Settings you can use to configure the creation, selection, and saving of assets. They are found in the Plugins > Modeling Mode and Plugins > Modeling Mode Tools sections.
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Property |
Description |
---|---|
Enable Dynamic Mesh Actors |
Enables the option to create Dynamic Mesh Actors using Modeling Mode tools. |
Default Mesh Object Type |
Determines the default mesh object type for Modeling Mode tools. Requires an Editor restart to take effect. The following options are available:
|
Asset Generation Mode |
Determines how assets generated by the Modeling Mode tools are handled. The following options are available:
|
Asset Generation Location |
Determines where assets generated by Modeling Mode tools are stored by default.The following options are available:
|
Asset Generation Asset Path |
Defines the file path where auto-generated assets are saved. This is relative to the parent path defined in the Asset Generation Location. Leaving this blank disables this option. |
Store Unsaved Level Assets in Top Level Game Folder |
If enabled, determines whether auto-generated assets in an unsaved level are stored relative to the top level Game folder or are stored in the Temp folder. You cannot save assets stored in the Temp folder until they are moved to a permanent location. |
Use Per User Autogen Subfolder |
If enabled, determines if auto-generated assets are stored in specific user folders within the auto-generated folder. |
Autogen Subfolder User Name Override |
Overrides the user name used for per-user folders within the auto-generated folder. |
Append Random String to Name |
Appends a short, random string to the name of auto-generated assets. |
Enable Persistent Selections |
If enabled, maintains your selection when changing between tools. This feature is Experimental and is disabled by default. |
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Property |
Description |
---|---|
Enable Ray Tracing While Editing |
Enables Ray Tracing when using Modeling Mode tools. This affects the performance of tools with real time feedback, such as 3D Sculpting. |
Enable Ray Tracing |
Enables Ray Tracing for new assets created using the Modeling Mode tools, if support is optional. |
Enable Collision |
Enables collision for new mesh assets created using the Modeling Mode tools. |
Collision Mode |
Determines the default Collision Mode for new assets created using the Modeling Mode tools. The following options are available:
For more information on these settings, refer to Simple versus Complex Collision. |
Modeling Mode Quick Settings
The Modeling Mode Quick Settings are located at the bottom of the Modeling Tools Details panel and contain options for specifying the LOD to display during editing and the location to save new assets.
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Property |
Description |
---|---|
Editing LOD |
Determines which LOD mesh you are currently editing. |
New Asset Location |
Determines where the new asset you are currently creating will be saved. This overrides the current project setting for this asset. |