[feature] Why is it difficult to find the size of a mesh in editor?

It should be easier to scale the default plane mesh

the default plane is 100uu square

as for other meshes how would it even work for non square meshes? would you propose to create a box that contains the mesh as its widest points?

everything is relative mesh wise so once your mesh is imported and set to a desirable size it shouldn’t really need to be changed too much. its scale will be in line with the other meshes in the level.

if your creating meshes with the basic components in the editor thats a bit of a different story but they are all based on the proportions of the 100uu cube or they are at least similar in scale.

The size (in UE4 units) of a selected mesh should come up in it’s details panel. When a mesh is selected in the CB, this information should as be easy to find, whether through navigating the right click menu, or in the tooltip, even if it is read-only.

It should be easier to scale the default plane mesh, the load up blender to import a square of a known size…

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Use one of the ortographic views in the viewport, hold down middle mouse button/mouse wheel and drag a line to meassure. 1 uu (Unreal Unit) is equal to 1 cm. also if you open a mesh in the mesheditor, you can see its dimensions on the left side of the viewport

Don’t they already have a system that “plastic wraps” meshes as a part of the auto collision box function? Sure that is still a ton more complicated than for a geometric shape, but surely displaying the volume at least would come in handy? I guess i’m too used to working with autodesk products. shrug

This is exactly my point, the information exists, but how do you quickly check the size of an actor? You have to find it’s mesh and open the editor for it (now navigate to the default meshes) when that information could just be displayed in a more easily accessible place.

What would be a better place? Like in the Viewport right top Display x,y,z Dimensionen from a bounding box of the current selected actor?

Surely it would make the most sense in the details panel, under transform in the same format as the location/rotation/scale, or (although this would be a lot more complicated) in order to absolve the issue of non-geometric 3d meshes there could be a visual overlay that displayed the length of every edge on screen, or something like that.