--- name: unreal-modeling-create description: Create geometry through the GeometryScript modeling workflow. Use when the user asks to create primitives, generate profile-based shapes, or produce mesh assets or working meshes for downstream pipelines. --- # Modeling — Create Prerequisite: read `unreal-modeling-core` first. ## Goal Use this skill when the output should be one of the following: - a transient working mesh for further processing - a static mesh asset updated from generated geometry - a new geometry result that will be consumed by a higher-level pipeline ## Required decision rules ### If the user wants a new mesh to be processed later Stop at the working mesh stage unless asset output is explicitly required. ### If the user wants a reusable asset result Create geometry in a working mesh first, then write it to a static mesh asset. ## Standard create workflow ```text CreateWorkingMesh -> GeometryScript create/modeling functions -> optional writeback or asset creation -> optional collision finalization ``` ## Primary libraries - `/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPrimitiveFunctions` - `/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshModelingFunctions` - `/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_SimplePolygonFunctions` - `/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_PolyPathFunctions` - `/Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_CreateNewAssetFunctions` ## Recipe: create a primitive working mesh ### Use when You need a box, sphere, cylinder, capsule, cone, disc, or torus as the starting point for later processing. ### Steps 1. create a working mesh 2. call a primitive append function on the working mesh 3. if needed, continue into meshops / deform / UV steps 4. only write back if asset output is required ### Output - default output: working mesh path - asset output only if explicitly requested ## Recipe: create profile-based geometry ### Use when You need extrude / revolve / sweep style generation. ### Steps 1. create a working mesh 2. construct the required polygon/path inputs 3. call the relevant GeometryScript modeling/path functions 4. validate geometry 5. hand off the working mesh or write back ## Recipe: create asset output from generated geometry ### Use when The end result must exist as a real mesh asset. ### Steps 1. create and populate a working mesh 2. optionally preprocess normals / UV / repair 3. write back to an existing asset or create a new asset 4. if required, generate collision as a separate finalization step ## Common mistakes to avoid - writing to assets too early before geometry preparation is complete - skipping the working mesh stage - combining creation and business-layer policy decisions in the same step