AgentSkillsCN

Static Meshes

导入网格体、设置碰撞属性,或在Unreal Engine中配置LOD细节层次。

SKILL.md
--- frontmatter
description: Importing meshes, setting up collision, or configuring LODs in Unreal Engine

UE5 Static Meshes

Best practices for static mesh assets in Unreal Engine 5.

Naming Convention

code
SM_BaseAssetName_Variant

Examples: SM_Rock_01, SM_Chair_Wooden, SM_Door_Metal_Large

Import Requirements

RequirementDetails
UVsAll meshes must have UVs
Lightmap UVsNon-overlapping for baked lighting
ScaleCorrect at import (1 unit = 1 cm)
OrientationZ-up, facing +X

Collision Setup

Collision Types

TypeUse Case
SimplePreferred for performance (convex shapes)
ComplexOnly when simple won't work (accurate hit detection)

DCC Tool Naming (FBX Import)

PrefixCollision Type
UCX_Convex hull
UBX_Box
USP_Sphere
UCP_Capsule
code
# In your DCC tool, name collision meshes:
UCX_SM_Rock_01      # Convex collision for SM_Rock_01
UBX_SM_Crate_01     # Box collision for SM_Crate_01

Import Settings

  • Enable Generate Missing Collisions for automatic simple collision
  • Use Convex Decomposition for complex shapes needing multiple convex hulls

LOD Configuration

LOD Groups

Use LOD Groups for automatic LOD generation:

  • LargeWorld
  • SmallWorld
  • Diorama
  • Custom project-specific groups

LOD Settings

SettingDescription
Screen SizeLOD switches based on screen size, not distance
ReductionPercentage of triangles to keep
Min LODMinimum LOD to use

Nanite (UE5)

For high-poly meshes, enable Nanite:

BenefitDescription
Automatic LODBuilt-in virtualized geometry
No manual LOD setupHandles detail streaming
Massive poly countsMillions of triangles efficiently

Nanite Limitations

  • No deformation/skeletal meshes
  • No translucent materials
  • No vertex animation

Best Practices

PracticeReason
Power of 2 texture sizesGPU optimization
Consistent texel densityVisual quality
Clean topologyBetter LOD generation
Proper pivot placementEasier placement in editor
No ngonsConsistent triangulation

Performance Tips

  • Prefer simple collision over complex
  • Use instancing for repeated meshes
  • Merge small static meshes where possible
  • Enable Nanite for high-detail meshes
  • Set appropriate LOD screen sizes

Documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/static-meshes-in-unreal-engine