Static Mesh Editor UI

The Static Mesh Editor consists of four areas:

StaticMeshEditorUI.png

  1. Menu Bar

  2. Toolbar

  3. Viewport Panel

  4. Details Panel

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.

File

  • Save - Saves the asset you are currently working on.

  • Open Asset - Opens the Global Asset Picker to quickly find an asset and open the appropriate editor.

  • Save All - Saves all unsaved levels and assets for your project.

  • 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.

  • 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

  • Undo - Undoes the most recent action.

  • Redo - Redoes the most recent Undo, if it was the last action taken.

  • Delete Socket - Deletes the selected socket from the mesh.

  • Duplicate Socket - Duplicates the selected socket.

  • 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.

  • 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.

Asset

  • Find in Content Browser - Locates and selects the current asset in the Content Browser.

  • Reimport filename - Reimports the current asset from its original location on disk.

Mesh

  • 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

  • 6DOP Simplified Collision - Generates a new axis-aligned box collision mesh (6 total sides) 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.

  • Auto Convex Collision - Generates a new convex collision mesh based on the shape of the Static Mesh asset.

  • Sphere Simplified Collision - Generates a new sphere collision mesh encompassing the Static Mesh.

  • Remove Collision - Removes any simplified collision assigned to the Static Mesh.

  • Convert Boxes to Convex - Converts any simple box collision meshes to convex collision meshes.

  • 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%(Engine/Physics/Collision/Reference).

Window

  • Toolbar - Toggles the display of the Toolbar.

  • Viewport - Toggles the display of the Viewport panel.

  • Details - Toggles the display of the Details panel.

  • Socket Manager - Displays the Socket Manager panel, which is not displayed by default.

  • Convex Decomposition - Displays the Convex Decomposition panel, which is not displayed by default.

  • Generate Unique UVs - Displays the Generate Unique UVs panel, which is not displayed by default.

  • Content Browser - Brings up the Content Browser in a separate window.

  • Developer Tools - Brings up the selected Developer Tool in a separate window (Camera Debugger, Collision Analyzer, Debug Tools, Modules, Widget Reflector).

    • Blueprint Debugger - Brings up the Blueprint Debugger in a separate window.

    • Collision Analyzer - Brings up the Collision Analyzer in a separate window.

    • Debug Tool - Brings up the Debug Tool in a separate window.

    • Message Log - Brings up the Message Log in a separate window.

    • Output Log - Brings up the Output Log in a separate window.

    • Visual Logger - Bring up the Visual Logger tool in a separate window.

    • Class Viewer - Brings up the Class Viewer in a separate window.

    • Device Manager - Brings up Device Manager in a separate window.

    • Device Profiles - Brings up the Device Profiles in a separate window.

    • Modules - Brings up Modules in a separate window.

    • Session Frontend - Brings up Unreal Frontend in a separate window.

    • Widget Reflector - Brings up Widget Reflector in a separate window.

  • Undo History - Brings up the Undo History panel in a separate window.

  • Plugins - Brings up the Plugins window.

  • Reset Layout - Resets your layout to a default arrangement. Requires the editor to restart after saving your changes and creating a backup of your settings.

  • Save Layout - Saves the current layout of the panels as the new default layout.

  • Enable Fullscreen - Enables fullscreen mode for the application, expanding across the entire monitor.

Help

  • Browse Documentation - Opens a browser window and navigates to the documentation about this tool.

  • Forums - Opens a browser window to the Unreal Engine Forums where you can discuss the Unreal Engine with other users.

  • Answer Hub - Opens a browser window to the Unreal Engine 4 Answer Hub where you can ask questions and find useful answers provided by other users and experts.

  • Wiki - Opens a browser window to the official Unreal Engine 4 Wiki where you can find useful tutorials and examples made by both users and experts here at Epic.

  • Visit UnrealEngine.com - Opens EpicGames.com in a browser window.

  • About Unreal Editor - Displays application credits, copyright information, and build information.

Toolbar

Item Description
button_realtime.png 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.
button_sockets.png Displays any sockets that have been applied to this mesh. For more information about sockets, see SkeletalMeshSockets .
button_wireframe.png Toggles the viewmode of the Preview panel between a lit view and a wireframe view.
button_vertcolor.png Toggles visibility of vertex colors.
button_grid.png Toggles visibility of the grid in the Preview panel.
button_bounds.png Toggles display of the bounds of the Static Mesh.
button_collision.png Toggles display of the simplified collision mesh of the Static Mesh, if one has been assigned.
button_showPivot.png Toggles visibility of the mesh's pivot point.
button_normals.png Toggles display of vertex normals in the Preview panel.
button_tangents.png Toggles display of vertex tangents in the Preview panel.
button_binormals.png Toggles display of vertex binormals (orthogonal vector to normal and tangent) in the Preview panel.
button_uv.png Toggles display of the Static Mesh's UVs for the channel specified in the LightMapCoordinateIndex property of the Static Mesh asset in the Preview panel.
button_additionalInfo.png Toggles whether or not to draw additional user data associated with the asset.
button_uvChannel.png Brings up a dropdown of all the available UV channels for the mesh. Only pertinent when the UV overlay is visible.
StaticMesh_ResetCamera_button Refocuses the camera on the Static Mesh.
button_autoLOD.png Opens up a drop-down list with all of the available LODs on the current mesh.

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.

Overlaid onto the Viewport panel is a set of statistics or information about the Static Mesh asset.

Static Mesh Editor Preview panel

In this information you will find the following:

  • LOD - Displays the number of LOD (Levels of Detail) for the Static Mesh.

  • Triangles - Displays the number of triangles in the Static Mesh.

  • Vertices - Displays the number of vertices in the Static Mesh.

  • UV channels - Number of UV channels. Unique, non-overlapping UVs are required for shadow mapping.

  • 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.

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, see the Editor Details Panel documentation.

Controls

Mouse Controls

Viewport Panel

  • 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.

  • RMB + Drag - If the camera is locked, rotates the mesh. Otherwise, rotates the camera.

  • LMB + RMB + Drag - If the camera is not locked, moves the camera along its local YZ plane.

Keyboard Controls

  • Ctrl + R - Toggles realtime in the Preview panel.

  • L + Mouse Move - Rotates the preview light in the Preview panel.

Camera Hotkeys

  • Alt+H - Position camera to the Front Orthographic view.

  • Alt+J - Position camera to the Top Orthographic view.

  • Alt+K - Position camera to the Side Orthographic view.

  • Alt+G - Position camera to the Perspective view.