| name | unreal-modeling-create |
| description | Create geometry through the GeometryScript modeling workflow. Use when the user asks to create primitives, generate profile-based shapes, or produce mesh assets or working meshes for downstream pipelines. |
Modeling — Create
Prerequisite: read unreal-modeling-core first.
Goal
Use this skill when the output should be one of the following:
- a transient working mesh for further processing
- a static mesh asset updated from generated geometry
- a new geometry result that will be consumed by a higher-level pipeline
Required decision rules
If the user wants a new mesh to be processed later
Stop at the working mesh stage unless asset output is explicitly required.
If the user wants a reusable asset result
Create geometry in a working mesh first, then write it to a static mesh asset.
Standard create workflow
CreateWorkingMesh
-> GeometryScript create/modeling functions
-> optional writeback or asset creation
-> optional collision finalization
Primary libraries
/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPrimitiveFunctions
/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshModelingFunctions
/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_SimplePolygonFunctions
/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_PolyPathFunctions
/Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_CreateNewAssetFunctions
Recipe: create a primitive working mesh
Use when
You need a box, sphere, cylinder, capsule, cone, disc, or torus as the starting point for later processing.
Steps
- create a working mesh
- call a primitive append function on the working mesh
- if needed, continue into meshops / deform / UV steps
- only write back if asset output is required
Output
- default output: working mesh path
- asset output only if explicitly requested
Recipe: create profile-based geometry
Use when
You need extrude / revolve / sweep style generation.
Steps
- create a working mesh
- construct the required polygon/path inputs
- call the relevant GeometryScript modeling/path functions
- validate geometry
- hand off the working mesh or write back
Recipe: create asset output from generated geometry
Use when
The end result must exist as a real mesh asset.
Steps
- create and populate a working mesh
- optionally preprocess normals / UV / repair
- write back to an existing asset or create a new asset
- if required, generate collision as a separate finalization step
Common mistakes to avoid
- writing to assets too early before geometry preparation is complete
- skipping the working mesh stage
- combining creation and business-layer policy decisions in the same step