HermineGames - Mesh Blending - Blend any meshes without RVT

Mesh Blending Tool

A powerful Unreal Engine editor tool designed to automatically organize, visualize, and blend connected meshes using Custom Depth Stencil workflows.

The Mesh Blending Tool helps environment artists quickly create seamless transitions between modular assets, cliffs, rocks, debris, terrain pieces, and hard-surface meshes without manual setup.

Built for Unreal Engine 5.5+, this tool streamlines stencil assignment, connected mesh detection, viewport visualization, and material blending workflows directly inside the editor.

Features

Automatic Connected Mesh Detection

Detect touching and overlapping meshes to automatically blend them.

One-Click Selection Tools

Quickly select, focus, and isolate connected actors directly from the editor utility widget.

Stencil Visualization

Debug and visualize stencil groups in real time with viewport highlighting and material overlays.

Material Workflow Integration

Open and edit material instances directly from the tool for fast iteration.

Batch Processing

Process multiple selected actors simultaneously for large environment workflows.

Unreal Engine Native Workflow

Built entirely for Unreal Engine editor workflows using Editor Utility Widgets.

Perfect For

  • Modular environments

  • Cliff and rock blending

  • Terrain transitions

  • Snow / moss / dirt accumulation

  • Ruins and debris

  • Hard-surface grime blending

  • Environment art pipelines

  • Technical art workflows

Requirements

  • Unreal Engine 5.5+

  • Custom Depth-Stencil Pass enabled

Included

  • Editor Utility Widgets

  • Selection and focus tools

  • Stencil debug workflows

  • Material editing shortcuts

  • Automatic setup utilities

Designed For Artists & Technical Artists

Whether you're building realistic cliffs, stylized terrain, or complex modular environments, the Mesh Blending Tool helps create cleaner transitions and more efficient environment workflows directly inside Unreal Engine.

Does this work with forward shading? is this a temporal accumulation dither effect? Does it require TAA? please put this critical info in the product description!