Mesh Tool User Guide
1.0.3
marynate
Select Mesh/Elements by Mouse Click
Ignore back faces and occluded faces
Mesh Tool is a mesh editor for Unreal Engine. It allows you to edit mesh assets and prototype props and levels without leaving Unreal Editor.
To use the Mesh Tool, click the Mesh Tool icon on the editor mode tab.
Mesh Tool UI (No Mesh Selected)
Mesh Tool UI (Has Read-only Mesh Selected)
Mesh Tool UI (Has Mesh Selected)
Use Edit Mode Toolbar to switch between Vertex/Edge/Face/Object edit mode.
Vertex Mode. Edit mesh in Vertex view.
Edge Mode. Edit mesh in Edge view.
Face Mode. Edit mesh in Triangle view.
Object Mode. You can select other mesh to edit only in Object Mode.
Selected mesh name will be displayed on Mesh Toolbar, you can also duplicate or browse to selected mesh.
Duplicated selected mesh, and start editing duplicated mesh.
The mesh will be duplicated into the same folder of the original mesh. But if the mesh to be duplicated is an Engine Asset, then it’ll be duplicated into current Project’s Content folder (And if there is a “Meshes” folder, it’ll be put into that folder automatically) if the .option is set to on.
Duplicated selected mesh, and continue editing original mesh
Browse to selected mesh in Content Browser
If the selected mesh is an Engine Asset, the mesh name will be displayed in gray, to indicate it’s read-only. You can use button to duplicate it to project content folder to make it modifiable.
TL;DR
Some useful hotkeys you might want to know first:
C - select coplanar faces in face mode; select connected parallel edges in edge mode
V - vertex snap while transforming elements
B - bridge edges
Shift - extrude faces/edges
Caps Lock - show/hide widget
Insert - edit transform pivot
Select Operation | |
Switch to Object Mode | 0 |
Switch to Vertex Mode | 1 |
Switch to Edge Mode | 2 |
Switch to Face Mode | 3 |
Marquee Select | Ctrl + Alt + Mouse Drag |
Marquee Select (Add Mode) | Ctrl + Alt + Shift + Mouse Drag |
Marquee Select (Subtract Mode) | Ctrl + Alt + Mouse Drag, let go of Alt key |
Select Single Element | Mouse Click |
Add Single Element to Selection | Shift + Mouse Click |
DeSelect Single Element | Alt + Mouse Click |
Select All | Ctrl + A |
Select Nothing | Esc |
Inverse Selection | Ctrl + I |
Select Coplanar Faces | C |
Select Connected Parallel Lines | C |
Select Linked Elements | L |
Focus on Selected Element | F |
Focus on Selected Mesh | Shift + F |
Transform Operation | |
Show/Hide Transform Widget | Caps Lock |
Custom Transform Widget Pivot | Insert |
Vertex Snap | Hold V Key while transforming selected elements |
Mesh Operations | |
Create Face from Vertices | J |
Split Edge | Y |
Turn Edge | T |
Bridge Edge | B |
Extrude Edge | Alt + Mouse Drag |
Flip aces Normal | N |
Extrude Face | X, Shift + Mouse Drag |
Extrude Face (Keep Original Face) | Shift + Alt + Mouse Drag |
Inset Face | I |
Delete Face | Del |
Duplicate Face | Ctrl + W, Alt + Mouse Drag |
Separate Face | Ctrl + X |
Flip All Faces Normal | Ctrl + F |
Display Operations | |
Hide Selection Display | Ctrl + H |
Unhide All Hidden Display | U |
Toggle Vertex Display | Alt + V |
Toggle Edge Display | Alt + E |
Toggle Backface Edge Display | Tab |
You can customize default hotkeys in Editor Preferences - Keyboard Shortcuts - Mesh Tool Edit Mode:
You can only change mesh selection in Object mode. Mouse click a mesh to select it.
Click on a face to select the face.
Click on a edge to select the edge.
In Unreal Engine, each face has it’s own 3 edges. There are technically 2 edges between adjacent faces.
You can set Local Transform Coord option in Transform Panel to “Auto”, then set the gizmo coordination system to “Local” to verify that:
Clicked on edge on right face, noticed that the “Right”/Y arrow is pointing downward
Clicked on edge on left face, noticed that the “Right”/Y arrow is pointing upward
In Mesh Tool, most edge related mesh operation will treat 2 shared edge as one single edge, so you don’t have to care which edge of the two is actually selected.
Click on face near the vertex to select vertex.
Mesh Tool is using ray tracing on faces to detect which vertex will be selected, so to select the vertex successfully, the mouse cursor should be over the mesh when clicking.
Mouse cursor is not over mesh, no vertex will be selected after click.
When mouse cursor is over mesh, you will notice the cursor shape has changed.
Left click will select the vertex.
Vertex/Edge selection is based on ray tracing, the Vertex/Edge Click Threshold controls how far between a ray and a vertex/edge will be considered as selected.
Increase the threshold if you are working on a large mesh and finding selecting elements is requiring too much precise clicking.
Press Ctrl and Alt key altogether and dragging mouse to marquee select
Press Ctrl + Alt + Shift key altogether and dragging mouse to add elements into existing selection
Press Ctrl + Alt to start marquee select, then let go of Alt key to remove elements from existing selection
Use Ignore Backfaces and Ignore Occluded and Backfaces option in Select panel to control whether back faces/occluded faces will be selected.
When both options are off, all faces within marquee box will be selected.
With Ignore Backfaces option on, all backfaces will be ignored
With Ignore Occluded and Backfaces option on, only non-occluded faces will be selected
Select all mesh elements
Deselect all mesh elements in element editing mode (vertex/edge/face), deselect mesh when in object editing mode.
Select all non-selected mesh elements
Press “Flip All” button to flip all faces normal of selected mesh.
Before:
After:
Press “Weld All” button weld vertices within weld threshold into one vertex. (Weld threshold is defined in Vertex panel)
Inspect Status Panel under bottom of Mesh Tool, there’re total 74 vertices for this mesh.
After pressed “Weld All”, there’s no visual change on the mesh, but inspecting the Status Panel, you’ll notice there are now 64 vertices. That was 10 vertices been welded.
Pres “Recompute Normal” to recompute mesh normals base on faces’ smoothing group assignment.
Before:
After:
Hide Others / Show All operation is useful when you want to isolate one specific mesh for edting without distraction from other actors in scene.
Select mesh you want to isolate, press button to show only selected mesh. All actors other than selected will be hidden in editor except light actors.
Press button to show all hidden actors.
Press “Insert primitives” to insert primitive mesh into current mesh. If “Replace Mesh” option is checed, then current mesh will be replaced with the primitive selected.
Quad
Cube
Hollow Cube
Cylinder
Sphere
Cone
Check “Auto UV” on to auto generate UV after each mesh operation. You can specify the projection method used for auto uv generation, and check on “Override Scale” to use different Texture Map scale other than default texture map scale (defined in Texture Map panel)
A mesh to be edited.
Mesh edited with “Auto UV” off. Since there’s no new UV be generated, the texture is stretched.
Mesh edited with “Auto UV” on. As new UV been generated, the texture on mesh will remain same scale.
Use Auto UV Scope option to fine tune the scope of Auto UV.
Modified Only : Only apply Auto UV to modified part
Linked: Apply Auto UV to all linked elements
All: Apply Auto UV to entire mesh
Checking this option on will prevent mesh Distance Fields data been generated while editing mesh:
Checking this option off, any editing operation will trigger Distance Fields data re-generation:
Be aware that it did not prevent Distance Fields data generation if the mesh been modified outside of Mesh Tool. (e.g. changing static mesh setting in Static Mesh Editor)
User need to enable mesh distance fields generation explicitly afterward to keep distance fields up-to-date.
As of version 1.0.2, Proxy Mesh display is an experimental feature, which need to be enabled in Editor Preferences - Content Editors - Mesh Tool:
Here’s normal mesh display.
Here’s mesh display when “Display Proxy Mesh” option is on.
The Proxy Mesh represents the mesh that Mesh Tool is actually working on all the time, all mesh operation will then be synced/built into the static mesh asset behind the scene. The purpose of displaying proxy mesh is by combining with “Show/Hide Selected Elements” option in Select panel to selectively display part of the proxy mesh.
Drag a Cube into level editor viewport.
Click “Duplicate” button on Mesh Toolbar.
Rename the duplicated mesh to “SM_MicrowaveOven” in Content Browser.
Notice that the name changed on Mesh Toolbar.
Click the Cube in level editor viewport to select it.
Switch to Face edit mode, click on side face to select it.
Click “Coplanar Faces” in “Select” section to select side faces.
Use Transform Widget to move selected faces.
Hold Shift and mouse click to select front faces.
Click "Duplicate in "Face” section to duplicate selected faces.
Click "Edit Custom Transform Pivot”.
Hold "V” key and dragging Transform Widget to snap transform pivot to left side of selected faces.
Use Rotate Widget to rotate selected faces.
Click the “Reset” icon to reset Transform Pivot to default.
Make sure the rotated faces still selected.
Hold Shift and Alt key and drag Transform widget to extrude selected faces
Click “Flip All” in “Object” section to flip all faces normal. Select the faces of the back of the lid.
Click “Flip” in “Face” section to flip selected faces’ normal.
Click “Flip All” again to flip all faces’ normal back.
Switch to “Edge” edit mode to fine tune edges.
Select front side faces, click “Inset” to inset selected faces. Use Scale widget to shape selected faces.
Hold “Shfit” + mouse drag to extrude selected faces inward.
Select right side faces.
Click “Inset” and use Scale widget to shape panel area.
Select upside edge, hold “V” and drag Transform Widget to line upside edge with the vertex of extruded faces.
Select a material in Content Browser, click “Assign Material” in “Face” section to assign Panel material.
Select any face in the Lid, click “Linked” in “Select” section to select all faces of “Lid”.
Select a translucent material and click “Assign Material to assign Lid material.
Select any face in the Base, and click “By Material” to select all faces of other than Panel and Lid
Assign Base material.
Done! And don’t forget to “Save” the “SM_MicrowaveOven” asset in Content Browser.
[WIP]