Modeling Tools

Learn about the different tool categories for in-engine modeling.

Modeling Mode provides an array of tools for creating and editing geometry. These tools are organized into specific categories to help guide you through your modeling process.

The Shapes and Create categories can get you started with building a new mesh. You can use the other categories for editing your mesh:

Refer to the categories below to learn how to implement them in your workflow.

The modeling tools are usable when you are working on various types of Actors in Unreal Engine, for example, a Static Mesh, a Dynamic Mesh, or a Volume. These are collectively referred to as "a mesh" or "meshes", except for occasions where a tool is only usable for a specific Actor type.


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Creates a new mesh using a selection of predefined primitives.

To learn more, refer to the Shapes Category documentation.


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Build meshes from paths or existing geometry.


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Perform granular editing using a mesh's PolyGroups.

PolyModel stands for PolyGroup Model, not to be confused with polygon.


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Perform granular editing using a mesh's triangles.

TriModel stands for Triangle Model.


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Alter or distort a mesh as a whole or in specific areas.


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Adjust the placement or representation of a mesh.


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Optimize a mesh's geometry.


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Convert a mesh into voxels to perform volumetric operations before converting it back into a mesh.


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Inspect and adjust the secondary properties of a mesh.


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Edit the UV coordinates of a mesh, changing how textures are mapped to the surface.

To learn more, refer to the UVs Category documentation.


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Generate textures and vertex color data for meshes.


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Convert between volume, mesh, Binary Space Partitioning (BSP), and Simple Collision representations.

You can also inspect the collision and physics properties of the selected mesh.


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Edit and manage the levels of detail (LODs) for a mesh.