You may sometimes find small problems with the geometry of your Static Meshes after you import them into Unreal. For example, this could include:
- Extra triangles that you don’t really need at runtime, which could be removed in order to optimize the model.
- Triangles that are unexpectedly facing the wrong direction, so they disappear at unexpected times due to back-face culling.
One way to fix these kinds of issues is to go back to a design tool, correct the problems there, re-export the model, then reimport it into Unreal. However, that process can be time-consuming. And when your Static Mesh Assets originally come to Unreal directly from CAD formats, this may mean adding entirely new design tools to your Asset preparation workflow.
To make it easier for you to fix these kinds of minor issues without leaving the Unreal Editor, the Static Mesh Editor includes some basic geometry editing tools.
This page describes how to use these tools to make minor edits to a Static Mesh Asset in your Project.
- These mesh editing operations modify the raw geometry of the Static Mesh, but they don't immediately update any other data based on that geometry. For example, deleted triangles will still take up space in auto-generated lightmap UV layouts, and will still appear in lower Levels of Detail (LODs) assigned to the Static Mesh. Depending on the kind of changes you make to your geometry, you may need to re-create these kinds of data, rebuild lighting for your Level, and so on.
- The Static Mesh editing mode described on this page is currently only available in Unreal Studio Projects. For details on creating an Unreal Studio Project, or converting an existing Project, see Setting Up an Unreal Project to Use Datasmith.