manage_geometry
Create procedural meshes in Unreal Engine and apply booleans, deformers, UVs, collision, and LODs using Geometry Script.
Instructions
Create procedural meshes using Geometry Script: booleans, deformers, UVs, collision, and LOD generation.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| axis | No | Axis for deformation operations. | |
| save | No | Save the asset(s) after the operation. | |
| angle | No | Angle in degrees. | |
| depth | No | Depth value. | |
| scale | No | 3D scale (x, y, z). | |
| width | No | Width value. | |
| action | Yes | Geometry action to perform | |
| amount | No | Generic amount for operations (bevel size, inset distance, etc.). | |
| height | No | Height value. | |
| radius | No | Radius value. | |
| uvScale | No | UV scale. | |
| distance | No | Distance value. | |
| location | No | 3D location (x, y, z). | |
| lodCount | No | Number of LOD levels to generate. | |
| lodIndex | No | Specific LOD index to configure. | |
| meshPath | No | Mesh asset path. | |
| numRings | No | Number of rings for sphere, torus. | |
| numSides | No | Number of sides for cylinder, cone, etc. | |
| numSteps | No | Number of steps for stairs. | |
| numTurns | No | Number of turns for spiral. | |
| rotation | No | 3D rotation (pitch, yaw, roll). | |
| segments | No | Number of segments for bevel, subdivide. | |
| strength | No | Strength or weight. | |
| uvOffset | No | UV offset. | |
| actorName | No | Name of the actor. | |
| hullCount | No | Number of convex hulls for decomposition. | |
| overwrite | No | Overwrite if the asset/file already exists. | |
| stepDepth | No | Depth of each stair step. | |
| stepWidth | No | Width of each stair step. | |
| uvChannel | No | UV channel index (0-7). | |
| exportPath | No | Export file path. | |
| includeUVs | No | Include UVs in export. | |
| iterations | No | Number of iterations for smooth, remesh. | |
| outputPath | No | Output file or directory path. | |
| screenSize | No | Screen size threshold for LOD switching. | |
| stepHeight | No | Height of each stair step. | |
| createAsset | No | Create as persistent asset. | |
| edgeIndices | No | Array of edge indices. | |
| faceIndices | No | Array of face indices. | |
| innerRadius | No | Inner radius for torus. | |
| preserveUVs | No | Preserve UV seams during LOD generation. | |
| screenSizes | No | Array of screen sizes for each LOD. | |
| enableNanite | No | Enable Nanite for the output mesh. | |
| exportFormat | No | Export file format. | |
| selectionBox | No | Bounding box for selection. | |
| weldDistance | No | Distance threshold for vertex welding. | |
| collisionType | No | Collision complexity type. | |
| depthSegments | No | Segments along depth. | |
| hardEdgeAngle | No | Angle threshold for hard edges (degrees). | |
| hullPrecision | No | Precision for convex hull generation (0-1). | |
| vertexIndices | No | Array of vertex indices. | |
| widthSegments | No | Segments along width. | |
| heightSegments | No | Segments along height. | |
| includeNormals | No | Include normals in export. | |
| radialSegments | No | Radial segments for circular shapes. | |
| targetMeshPath | No | Path to second mesh for boolean operations. | |
| includeTangents | No | Include tangents in export. | |
| preserveBorders | No | Preserve mesh borders during LOD generation. | |
| reductionPercent | No | Percent of triangles to reduce per LOD. | |
| smoothingGroupId | No | Smoothing group ID. | |
| targetEdgeLength | No | Target edge length for remeshing. | |
| maxVerticesPerHull | No | Maximum vertices per convex hull. | |
| projectionDirection | No | Projection direction for UV. | |
| targetTriangleCount | No | Target triangle count for simplification. | |
| computeWeightedNormals | No | Use area-weighted normals. |