# How to find exact measurements of an object in UE5?

**URL:** <https://forums.unrealengine.com/t/how-to-find-exact-measurements-of-an-object-in-ue5/2855343>\
**Category:** Blueprint\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [November 13, 2026, 3:19pm UTC](https://forums.unrealengine.com/t/how-to-find-exact-measurements-of-an-object-in-ue5/2855343 "2026-11-13T15:19:12Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Xelleak](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Xelleak](https://forums.unrealengine.com/u/Xelleak)\
**Post date:** [November 13, 2026, 3:19pm UTC](https://forums.unrealengine.com/t/how-to-find-exact-measurements-of-an-object-in-ue5/2855343/1 "2026-11-13T15:19:12Z")

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I’m making a minigame in Unreal for a university project and it involved creating an endless road, so I used [this tutorial](https://www.youtube.com/watch?v=pRRbs-y1hO0) to create one. However, I’ve run into a frustrating bug where the pieces spawn overlapping each other and when they start despawning, the ones beneath the car go away and it falls into the void.

I believe this bug is being caused by the values set to the code indicating what the space between spawned parts should be, but I don’t know what it should be set to since the Unreal editor shows the scale multiplier instead of a unit value, which I find really annoying. I would greatly appreciate any help with solving the problem, and I will probably be posting the blueprints here in case the problem gets more complex.

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**Author:** ![Vahab](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/vahab/32/1148756_2.png) [@Vahab](https://forums.unrealengine.com/u/Vahab)\
**Post date:** [November 13, 2026, 4:41pm UTC](https://forums.unrealengine.com/t/how-to-find-exact-measurements-of-an-object-in-ue5/2855343/2 "2026-11-13T16:41:53Z")

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You can find a static mesh’s approximate size in centimeters by hovering your cursor over it in the Content Browser.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/2/6/826cf35845399f225f4f93fb04dcb1608f568ab6.png)

If you want to do it through BP, you can get the bounds and multiply them by the scale.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/c/a/fca25763e370bd0de83fc7185c6c2743face106e.png)

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**Author:** ![illspiritx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@illspiritx](https://forums.unrealengine.com/u/illspiritx)\
**Post date:** [November 13, 2026, 6:03pm UTC](https://forums.unrealengine.com/t/how-to-find-exact-measurements-of-an-object-in-ue5/2855343/3 "2026-11-13T18:03:33Z")

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In addition to @Vahab’s solution, you can also use middle mouse to draw a line in ortho editor views (top/left/front/etc..) to measure things. This works best with grid snap turned on and the meshes were created with some multiple of 10 in size. For example, in my side-scrolling Metroidvania project, I made all the basic wall meshes 400 units long and 300 tall. If I middle click the edge of a wall and drag line straight to other side in front view, it shows this:

 ![UE_Measure](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/3/7/13755c518972cd8688d8a33a155837e5cb05dab8.jpeg)

If your meshes are some arbitrary size but still whole numbers ( like 261 units long or something). you can turn grid snapping down to 1. In screen above my grid was set to to 10.
