# How to recalculate mesh grid after using CubeGr tool?

**URL:** <https://forums.unrealengine.com/t/how-to-recalculate-mesh-grid-after-using-cubegr-tool/591127>\
**Category:** World Creation\
**Tags:** World-Building, unreal-engine, UE5-0, question\
**Created:** [June 26, 2022, 11:27pm UTC](https://forums.unrealengine.com/t/how-to-recalculate-mesh-grid-after-using-cubegr-tool/591127 "2022-06-26T23:27:28Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![RabbitRun\_1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rabbitrun_1/32/498382_2.png) [@RabbitRun\_1](https://forums.unrealengine.com/u/RabbitRun_1)\
**Post date:** [June 26, 2022, 11:27pm UTC](https://forums.unrealengine.com/t/how-to-recalculate-mesh-grid-after-using-cubegr-tool/591127/1 "2022-06-26T23:27:28Z")

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Hello everyone,  
I follow [this lesson](https://www.youtube.com/watch?v=cQjZMQXsQLQ) discovering _CubeGr_ tool and found in some cases mesh grid looks broken. Same issue I get if I extend mesh width.

 ![polygons_merged](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/7/2/272eef106c501ba2bc297b4610a85c64170d85b8.jpeg)

As a result textures looks weird on these meshes.  
I believe I need something similar with Zbrush DynoMesh what recalculate the grid.  
(Or in here this is an issue with UV map?)  
Can someone explain me please how can achieve my goal?

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**Author:** ![Casualbob\_uk](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Casualbob\_uk](https://forums.unrealengine.com/u/Casualbob_uk)\
**Post date:** [December 21, 2022, 9:06am UTC](https://forums.unrealengine.com/t/how-to-recalculate-mesh-grid-after-using-cubegr-tool/591127/2 "2022-12-21T09:06:16Z")

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I know this is a long time since your post, but did you resolve this? I’m having the same issue. I need to add one more column of blocks to something and it starts a new polygroup with its own UV coordinates, causing what you’re seeing here. I can’t find a way to join them and “add on” the UVs.
