rdMeshTools FAQ

Q. When converting some meshes, their materials get messed up – what’s up with that?

A. rdMeshTools has been extensively tested with a large range of meshes. If this happens, it could be a buggy mesh (some were found during testing) – you can test this by toggling Nanite off/on (or on/off) on the original mesh – if that messes up the materials – it’s the mesh. If that works, please contact me on discord or by email and I’ll see if I can get it working!


Q. Is there a way to center the pivots of meshes while maintaining their location in the level?

A. As of version 1.10 this can be done, it updates the location of selected actors in the level.


Q. Are you planning on adding batch collision operations in the future?

A. Yes, Version 1.2 introduces tools for simple and complex collision editing of multiple-selected meshes.


Q. Does rdMeshTools run on Linux?

A. Yes rdMeshTools runs on Linux, testing was done on Linux Mint.


Q. Does rdMeshTools run on Mac?

A. It has not been tested, but should be ok on Mac. If there are any issues, let me know and I’ll find a solution.


Q. Does rdMeshTools need to be installed to use the meshes after editing?

A. No, once you’ve finished editing your meshes you no longer need rdMeshTools.


Q. How is this different from the Pivots already in the Unreal Editor?

A. The Pivots set by rdMeshTools are quite different. They change the Mesh and Collision Data coordinates directly in the Static Mesh. This changes things like the center of mass, and rotation pivot. The Pivots in the Unreal Editor are actor-based, each actor has an independent one and they don’t affect things like the center of mass. The two types of Pivot complement each other well.