Geo Editing (Advanced): Difference between revisions
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Instantly checks every edge in the selected Geo and merges any that are overlapping with each other. Used to clean up geometry. The same can be accomplished with the [[Editor Overview#The Toolbar|Vertex Auto Merge]] toggle on the Toolbar. | Instantly checks every edge in the selected Geo and merges any that are overlapping with each other. Used to clean up geometry. The same can be accomplished with the [[Editor Overview#The Toolbar|Vertex Auto Merge]] toggle on the Toolbar. | ||
==== Bridge: ==== | |||
Bridges two separate sets of contiguous (Connected) edges together by creating new, connecting faces. There must be only two set of contiguous edges in order to work. | Bridges two separate sets of contiguous (Connected) edges together by creating new, connecting faces. There must be only two set of contiguous edges in order to work. | ||
Revision as of 08:46, 26 August 2026
This page covers the more advanced editing actions that appear in the Inspector Panel when working in each of the Subobject Modes.
Common Actions
Select More and Select Less:
These will expand or shrink your current selection of vertices, edges or faces (by one) in all directions.
Collapse:
Collapses all the selected vertices into one vertex point. The point will be a centered/average of all the selected points, regardless of their distance from one-another.
Merge Overlap:
Checks every selected vertex and merges any that are overlapping with each other. Used to clean up geometry. The same can be accomplished with the Vertex Auto Merge toggle on the Toolbar.
Target Weld:
Allows you to pick one vertex, then merge it with the next one you select. A line will be drawn showing the intended weld. Good for cleaning up stray vertices and advanced shape manipulation. Use Escape to cancel.
Remove:
Removes isolated vertices. The vertex must have only two adjoining edges, otherwise use Edge Dissolve below to remove them.
Merge (by distance):
Looks for all vertices in the chosen distance and merges them into one. The new point is chosen the same way as Collapse, averaging all the valid vertices. The distance is in the same units chosen under the Toolbar's Grid Snap option (default Map Units).
Select Ring:
Selects all edges parallel with the currently selected one. The edges chosen will be on the same 'row' perpendicular to the starting edge. For example, these are the edges that typically form a parallel ring around a cylinder.
Select Loop:
Selects all the connected edges that form a topological line with the currently selected one. For example, these are the edges that form a ring around the end cap(s) of a cylinder.
Select Boundary:
Selects all the connected edges that form a boundary. These are edges connected to only one face, typically found around holes or open ends.
Collapse:
Collapses all the selected edges and their shared faces into one vertex point. The point will be a centered/average of all the selected collapsed edges and faces, regardless of their distance from one-another.
Remove:
Removes the selected edge(s) and any faces and isolated vertices attached to them. This will often leave a hole in the geometry.
Dissolve:
Removes the selected edge(s) and any attached vertices while keeping the surface closed by merging the surrounding faces into one. This can result in deformed, concave faces in some circumstances.
Merge Overlap:
Instantly checks every edge in the selected Geo and merges any that are overlapping with each other. Used to clean up geometry. The same can be accomplished with the Vertex Auto Merge toggle on the Toolbar.
Bridge:
Bridges two separate sets of contiguous (Connected) edges together by creating new, connecting faces. There must be only two set of contiguous edges in order to work.
Target Weld:
Allows you to pick one edge, then merge it with the next one you select, collapsing them into one. A line will be drawn showing the intended weld. Good for cleaning up geometry and advanced shape manipulation. Use Escape to cancel.
Connect (by count):
Connects two edges on opposite ends of a face together by splitting the face perpendicular to the edges. Multi-edge loops can be connected as long as there is an edge selected on each side of a face. The spinner will change the amount of times to split each face.
Create Faces:
Allows you to create a new face by clicking a series of vertices. The potential face will be drawn in purple as you add more vertices. This can be done with open or closed vertices. Use Escape to cancel, or Enter to finalise and create the face.
Flip Normal:
Reverses the order of the vertices and edges that make up the selected face(s), flipping its facing direction. Faces are one-sided by default, but can be made double-sided with the Double Sided checkbox in the Inspector Panel below.
Detach Faces:
Disconnects the selected face(s) from the vertices and edges it's connected to, while still keeping it a part of the Geo it's attached to. Allows you to move a face without affecting the surrounding geometry.
Extract Faces:
Disconnects the selected face(s) and moves it out from its attached Geo into a new Geo of its own.
Bridge Faces:
Removes the selected faces and bridges all the edges surrounding them by creating new, connecting faces. There must be only two faces, or two connected face clusters selected in order to work. This can be used to create a tunnel between two faces, or quickly creating doorways.
Merge Overlap:
Instantly checks every face in the selected Geo and merges any that are overlapping with each other. Used to clean up geometry. The same can be accomplished with the Vertex Auto Merge toggle on the Toolbar.
Clear Lightmap:
This will clear the lightmap on the selected face. Not too be confused with the Clear Lightmaps option when not inside a Subobject Mode, which clears all the lightmaps on the selected Geo. This is not relevant to building out your Geometry, but covered under Lighting Your Level.
Extrude (by distance):
Extrudes the selected face(s) by the chosen distance, moving it away and bridging the edges with newly created faces. This 'pulls' or 'pushes' the face away from the surface, turning the face(s) into an extrusion.
Additional Tools (No Subobject Mode)
There are some additional tools when a Geo is selected with no Subobject Mode active:

Attach Geo:
With a piece of Geo Selected, click on this then another piece of Geo to merge them into one. As the name suggests it attaches the last selected piece to the original, preserving the name and properties of the original. Use Escape to cancel.
Cut Tool:
The Cut Tool allows you to slice up the faces of your selected Geo in order to make holes, or add additional vertices and edges. You can begin cutting Geo by clicking a face of your your selected Geo. A line will be drawn demonstrating the cut, then additional cuts can be made, continuing from the last placed cut. Use Escape to cancel, or Enter to finalise your cut.
Edit Pivot:
Allows you to move the pivot point of the object, otherwise known as its origin. By default this is the center of the object, but can be moved as this is the point the Rotate Manipulator and Animateable Geo Components will rotate around, and can be useful with advanced Geo construction with the Pivot Toggle.
Clear Lightmaps:
This will clear all the lightmaps on the selected Geo. Not to be confused with the Clear Lightmap option within the Face Subobject Mode, which only clears the lightmap on a selected face. This is not relevant to building out your Geometry, but covered under Lighting Your Level.
Flip X / Y / Z:
Flip the Geo on the selected axis.
Material:
The material(s) on the selected Geo. This will have multiple values if the geo has multiple textures.You can select a material, or drag one from the Browser Panel to overwrite every texture on the geo (mostly useful for TriggerVolumes).
Collision Mask:
Here you can set the Collision Mask for the selected Geo. This influences how various elements interact with Geo in-game. There are multiple collision masks relevant to many different uses. They are covered in more detail on the Collision Masks page.
Collision Only:
Toggling this will remove the visual element of the Geo in-game, making it purely collision-only. Useful for invisible walls, and Geo Volumes.
Unlit:
This will remove lightmaps from the selected Geo and force it to always render unlit (full bright). Covered under Lighting Your Level.
Add Component:
This allows to you add one ore more Geo Components to the selected Geo (for more advanced elements like doors and destructible walls).