In brief
- Switch to Modeling Mode from the Select Mode menu or with the Shift+5 shortcut.
- If the tool is not visible, enable the Modeling Tools Editor Mode plugin.
- New meshes can be created as Static Mesh, Dynamic Mesh, or Volume.
- Epic’s documentation describes the feature as Beta and recommends caution when using it in products being shipped.
What will you learn in this guide?
Unreal Engine Modeling Mode provides a set of tools for creating, shaping, and editing 3D geometry directly in the editor. This guide covers creating a basic mesh, modifying massing, confirming operations safely, and choosing an output type suited to your needs. In the final section, we’ll also look at how UV and collision tools fit into the workflow.
The tools cover tasks such as editing triangle geometry and PolyGroups, creating UVs, assigning multiple materials, editing collision, and baking textures. In architectural design, they can be used, for example, to develop an early massing study without leaving the editor or to refine a scene asset before visualization. However, Modeling Mode is marked Beta in Epic’s documentation, which advises caution when using it in products being shipped.
Requirements and setup
You need access to the Unreal Engine editor. The source documentation does not specify a particular Unreal Engine version or account requirements.
If Modeling Mode is not visible, check whether the plugin is enabled under Edit > Plugins > Modeling Tools Editor Mode.
Select the mode from the Select Mode dropdown or press the Shift+5 shortcut.
Familiarity with Asset, Actor, Component, and Level Editor concepts is useful when getting started; the documentation recommends them as prerequisites.
When the mode opens, you’ll see the tool categories, the selected category’s tool palette, the tool’s properties, and the Modeling Mode Quick Settings section. The Help Line in the Level Editor’s bottom toolbar can provide tooltips and some shortcuts while you work.
Step by step: create and edit basic massing
Open the mode and choose an output type. Select Modeling from the Select Mode menu or press Shift+5. When creating a new mesh, check the Output Type setting in the properties of a tool in the Create category. A Static Mesh is an asset stored in the Content Browser, with instances of it placed in the level. Dynamic Mesh and Volume are stored only in the level. The right choice depends on how you plan to use the model in your project.
Place a starting shape. Choose a predefined primitive from the Create category. The documentation lists examples including Box, Sphere, Cylinder, Cone, Torus, Arrow, Rectangle, Disc, Stairs, and Capsule. When you move the cursor over the Viewport, the shape’s preview follows it and snaps to the level grid. Click where you want to place it; you can adjust the shape’s properties in the Tool Properties panel. This approach can be used, for example, for the initial blocking of rooms or furniture volumes.
Create geometry from a line or profile. If you need a more custom shape, use the Extrude Polygon tool in the Create category to draw an outline and turn it into a 3D form. Extrude Path can extrude PolyPath lines to create meshes such as walls or ramps. If these tools draw on the grid, use Ctrl+Click at the point you want to move the grid to. The source does not claim that these methods provide architectural measurement accuracy or comply with a particular drafting standard, so check the resulting geometry against your project requirements.
Edit existing geometry. After selecting a mesh in the level, you can work on its topology with tools such as Triangle Edit or PolyGroup Edit. PolyGroup Edit offers operations such as Extrude, Bevel, and Edge Loop. Use Extrude to extend selected faces outward, or Push Pull to inset faces or merge mesh parts. Tool options appear in the Tool Properties panel. Before editing a high-resolution mesh, use the Duplicate tool to make a copy and help preserve the original.
Review and save your changes. Most Modeling Mode tools preview changes before applying them. If you’re happy with the result, click Accept in the Tool Confirmation panel. Choose Cancel to discard the changes; canceling the tool or exiting Modeling Mode reverts any unconfirmed edits. Individual edits made while the tool is open can be undone separately; after you click Accept, the edit is added to the undo history as the before-and-after states of the tool operation.
UVs, materials, and scene preparation
Once the mesh is complete, the UVs category can be used to adjust how textures map onto its surface. AutoUV automatically unwraps and packs UVs for the selected mesh; UV Unwrap helps recalculate existing UV islands or PolyGroups. With Edit UV Seams, you can separate edges in the Viewport to create seams. UV Editor opens a dedicated editor for working with UVs.
The documented tool categories also include Edit Materials, Bake Textures, and Bake Vertex Colors for assigning materials or adding mesh data. For baking, the documentation notes that the source mesh and target mesh need to overlap for a good result. The listed tools for inspecting and editing collision geometry include Inspect Collision and Simple Collision Editor. The presence of these tools does not mean a particular setting will automatically be right for every project; check the results in your scene.
Common mistakes
Looking for the mode without checking the plugin: If the Modeling menu is not visible, first enable the Modeling Tools Editor Mode plugin.
Skipping confirmation: Accept applies changes made in the tool to the mesh; Cancel discards them. Don’t confirm before checking the result.
Editing an original high-resolution mesh directly: Epic specifically recommends making a copy with Duplicate before editing this type of model.
Confusing triangles with PolyGroups: Unreal Engine handles models as triangle meshes. PolyGroups are collections of triangles that tools can use much like traditional modeling groups; they are not native quad or n-gon geometry.
Ignoring the Beta warning: Since the feature is in Beta, carefully assess its use in a product being shipped.
Next steps
Once you’ve finished basic massing edits, try the UV, material, bake, and collision tools on a separate copy. For recurring tool settings, use Presets to save the current settings and reload them later; you can also manage which preset collections are enabled for the project or user. When you need numeric transform values, you can enter world coordinates and local delta values in the Transform Panel.
For architecture and interior design teams, the practical benefit of Modeling Mode is that some geometry edits can be made inside the Unreal Engine editor. It can be useful to teams working on early-stage massing or simple mesh edits; for detailed production models, however, you’ll need to check aspects such as triangulation, UVs, and output type. Before delivering a project or using it in real time, also consider the Beta warning, how assets are stored, and the scene’s collision or material requirements.
Sources and licensing
This guide is adapted from Epic Games’ official documentation, “Modeling Mode in Unreal Engine” and “Modeling Tools in Unreal Engine.” The sources are marked as free in the licensing information field; since no specific license name is given in the source texts, none is stated here.
Sources
2 sourcesSource texts are not republished; short quotes are marked, everything else is our own summary and commentary.
For architecture and visualization teams in Turkey, the most tangible benefit is being able to make simple geometry edits in the Unreal Engine editor. Early massing studies, scene-specific mesh fixes, and UV preparation can all be handled in the same workflow, which is especially valuable for teams looking to iterate quickly within an existing project.
However, Modeling Mode’s Beta status calls for careful testing in projects destined for delivery. The sources do not specify hardware requirements or licensing costs, so it would be inappropriate to make further assumptions when considering an investment. Offices and students should start by clarifying where each output type stores assets and what UV, material, or collision requirements the mesh needs to meet.
Frequently asked questions
How do you open Unreal Engine Modeling Mode?
Select Modeling from the Select Mode dropdown or use the Shift+5 shortcut. If the mode is not visible, check whether the Modeling Tools Editor Mode plugin is enabled.
What output types are available in Modeling Mode?
When creating a new mesh, you can choose Static Mesh, Dynamic Mesh, or Volume. Static Mesh is stored in the Content Browser, while Dynamic Mesh and Volume are stored in the level.
Can Modeling Mode be used in production projects?
Epic’s documentation marks Modeling Mode as Beta and recommends caution when using it in products being shipped.


