2.0 Is OUT NOW!!
Unreal’s scale gizmo scales around the pivot, so stretching a wall to meet the floor is always scale → move → scale again. I’m an indie dev building my own game in UE, and this gap bugged me on every level I touched — so I built the fix: ScaleBox adds the box-handle scaling workflow you’d expect coming from tools like Blender, built natively into the level editor.
Tap R twice. First press: the normal scale gizmo, untouched. Second press: the gizmo becomes your selection’s bounding box with a handle on every face and corner. Drag a face — the opposite face stays pinned. Tap R again and you’re back to vanilla. There’s also a Box Scale toolbar button next to W/E/R.
Features
- Face handles scale per-axis with the opposite face pinned; corner handles scale uniformly from the opposite corner
- Smart snapping: hold V, point the cursor at any geometry, and the dragged face jumps flush to it — at any distance
- Shift = symmetric about the center · Ctrl = invert grid snap · Esc = cancel drag
- Live dimension readout while dragging; grid snapping honors your editor snap settings
- Drag past zero to mirror (sticky threshold, never accidental)
- Works on any actor with bounds — meshes, Blueprints, volumes, nav bounds, collision boxes — with full multi-select and rotated selections
- One undo entry per drag; construction scripts re-run on release
- Everything tunable in Editor Preferences → Plugins → ScaleBox
- Bonus: a fully procedural, zero-texture scaffold/blockout material set
Known limitations (v2.0)
- Smart snapping targets what your cursor can see: point at a visible part of the target actor. Parts hidden behind the selection itself (or actors with collision disabled) can’t be snap targets — the close-range snap still engages as the face approaches them.
- Ortho viewports work, but handle interaction on rotated meshes can feel imprecise there.
- Rotated multi-selections scale via world-aligned bounds (approximate); single rotated actors are exact, and so is a group sharing one rotation once Local Space Group Box is on. Arrays, mirrors and offsets are always exact.
- Alt + drag arrays skip BSP brushes. To cancel an array mid-drag, let go of Alt before pressing Esc — Alt+Esc belongs to Windows.
- Actors attached to a non-uniformly scaled parent can land slightly off.
- No numeric size entry — the Details panel covers exact values as usual.
Editor-only module — adds nothing to packaged games. UE 5.5–5.8, Windows.
Fab: UE 5 ScaleBox 2.0 — Advanced Bounding Box Scale Tool | Fab Direct: ScaleBox 2.0 Update — Bounding Box Scale Tool for Unreal Engine 5.5-5.8 Docs: ScaleBox 2.0 Documentation | Haunted Ostrich
What would you want on the roadmap first — numeric type-to-set while dragging, or better ortho support? Genuinely deciding v1.1 based on responses here.