meshes-static-and-skeletal
Installation
SKILL.md
Static & skeletal meshes
Static meshes are rigid geometry rendered via UStaticMeshComponent. Skeletal meshes
deform through a bone hierarchy driven by USkeletalMeshComponent. Choosing the right
mesh/component type and the right collision, LOD, and instancing strategy drives both
visual quality and runtime performance.
When to use this skill
- Assigning or swapping mesh assets on components in C++.
- Overriding material slots per-component or creating a
UMaterialInstanceDynamic. - Attaching actors/components to named sockets on static or skeletal meshes.
- Configuring collision complexity (
UBodySetup,ECollisionTraceFlag). - Deciding between
UStaticMeshComponent,UInstancedStaticMeshComponent(ISM), andUHierarchicalInstancedStaticMeshComponent(HISM) for repeated meshes. - Enabling Nanite on static or skeletal meshes at runtime or understanding its limits.
- Debugging "no material on slot", "animation won't play", or "silent socket miss".