Deform mesh to environment

Hello,

i’m searching for mechanism which allows me to modify my static mesh actors to make them fit to the world.
Looking on all the doc, i wasn’t able to find a terminology that fits.

Just as a short example: I have a carton-box mesh which i want align to a wall or other scene environment:

On Blender this looks like next picture and i thought all the blue links would be possible links on the mesh. But i dont know what the common way is to do this?

I don’t really get what you want to achieve. Can you explain a little bit further?

It is still hard to understand, your pivot is setup properly thougj so you should have no problem rotating it so it aligns with whatever you want, I don’t really understand the links stuff and why would you want receeate it in blender

In short; I want to have decoration objects, like this box, which are at the end when playing static, but when creating the level they shall align to other static objects, like the wall.

(I want to avoid to change the model every time in blender to make 1000 boxes to fit every situation)

Hm ok, i dont know, i will try to explain it more then ;D

So, a normal box would “deform” if i throw it to the wall and as it lands on the ground, like in the first picture, one edge would maybe deform up the wall.

For the second picture, instead of links maybe joints is a better word, i don’t know - I mean points where the mesh would allow to be deformed by some angle - similar to a skeleton on characters.

Without this method, i would need to create lots of box objects in e.g blender, just for the sake of making them fit to my scene or other walls, stairs or whatever. I’m generally looking for a way to make this kind of decoration objects easy to handle. I just want to place them in the scene and they should align to what ever i throw them - but just in the editor, not ingame, as i would like to avoid physics while playing.