I found a number of code leads, in case anyone would like to follow up on this. However, there seems no obvious easy way to add your own mesh ops, without modifying the engine itself. Certainly not something I should try in my first week of Unreal ![]()
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UEditMeshPolygonsTool::ApplyWeldEdges()
This is called on PolyEd → Edge Edits → Weld -
UEditMeshPolygonsTool::ApplyCollapseEdge()
Some dead code where somebody tried to implement collapsing of edges, with an interesting comment of “AAAHHH cannot do because of overlays”
This was probably supposed to call the above mentionedFDynamicMesh3::CollapseEdge. -
UEditMeshPolygonsToolEdgeActions
The different tools when editing edges in PolyEd. -
FModelingToolActionCommands
Registering of tools happens here. -
FModelingToolsEditorModeModule::OnPostEngineInit()
Which again is tied to this module.