Content/Skills/uv-mapping/SKILL.md
Inspect, generate, transform, and visualize UV channels on StaticMesh assets via UVMappingService
npx skillsauth add kevinpbuckley/vibeue uv-mappingInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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UVMappingService provides automation-grade UV channel manipulation for StaticMesh assets in UE 5.7+. The service is built around mesh-description editing and post-build commits — every mutation marks the package dirty and rebuilds render data, but does not save. Follow with manage_asset(action="save", ...) once you finish a batch.
UV transforms are the wrong tool for fixing a tiling material that looks bad on a basic shape (cube, sphere, cylinder, cone). Symptoms that say "this is not a UV problem":
These are material-orientation problems, not UV-layout problems. A single 2D UV transform can't satisfy multiple face orientations on a 3D shape — whichever projection you pick, at least one face will be wrong. Reach for one of these instead:
Tiling overridden. If the parent material exposes a Tiling scalar (Megascans M_MS_Srf does), create a child MI with the right multiplier and assign it to the specific actor. The mesh keeps its stock UVs./Engine/Functions/Engine_MaterialFunctions02/Texturing/WorldAlignedTexture and WorldAlignedNormal for this.UVMappingService is the right tool for:
If the user asks to "fix UVs" on a basic shape with a tiling material, ask whether they want material-side or mesh-side first — defaulting to mesh-side will burn iterations.
Detailed inspection and all mutating operations target UStaticMesh. SkeletalMesh meshes are accepted by list_uv_channels and mesh_has_uv_channel for read-only channel counts but all other methods will fail on skeletal meshes — the editing path goes through FSkeletalMeshLODModel and is not yet implemented. If you're prompted to UV-map a skeletal mesh, stop and tell the user.
UVMappingService calls MarkPackageDirty() and PostEditChange() on every successful mutation but does not save. After a batch of edits:
unreal.UVMappingService.set_lightmap_settings("/Game/Meshes/SM_Wall", 1, 0, 128, True)
unreal.UVMappingService.generate_lightmap_uvs("/Game/Meshes/SM_Wall", 0, 1, 1.0)
# Save once at the end:
manage_asset(action="save", asset_path="/Game/Meshes/SM_Wall")
Always run get_uv_health first. It is a single call that tells you channel count, lightmap config, overlap status, and texel density per channel. This prevents wasted work like generating lightmap UVs into an index that already has good UVs.
By UE convention:
LightMapCoordinateIndex on the static mesh must point at the lightmap channel.generate_lightmap_uvs automatically sets LightMapCoordinateIndex = DestUVIndex for you. remove_uv_channel adjusts it if you remove a channel above or at the lightmap.
remove_uv_channel rejects channel 0 — every static mesh must have at least one UV channel. To replace channel 0's contents, use auto_unwrap_uvs or copy_uv_channel.
Static meshes support at most 8 UV channels. add_uv_channel returns failure beyond this limit; set_uv_channel_count rejects counts > 8.
OverlapPercent uses an O(N²) AABB-overlap heuristic on triangle UV bounding boxes, capped at 5,000 triangles. Above the cap, the field returns -1.0 to signal "skipped." It produces conservative false positives (touching but non-overlapping AABBs) — use it as a smoke test, not a precise measurement.
pack_uvs rescales the entire channel's UV bounds into [padding, 1-padding]^2. It does not detect connected islands and shelf-pack them. For real island packing, run auto_unwrap_uvs with Box projection first — that produces island-shaped charts the engine packs internally.
For meshes where one face/region needs a different UV transform than the rest (e.g. a thin disc whose side strip distorts a wall texture while the cap looks fine), use the per-region transforms. They apply an affine transform to a subset of vertex instances, leaving everything else untouched.
transform_u_vs_by_normal(mesh, lod, channel, axis_x, axis_y, axis_z, min_dot, max_dot, scale_u, scale_v, rotation_degrees, offset_u, offset_v)
Applies the affine transform only to vertex instances whose normal, dotted with the given axis, falls in [min_dot, max_dot]. Common windows for axis = world +Z (0,0,1):
| Window | Selects |
|---|---|
| min_dot=0.5, max_dot=1.0 | Top (upward-facing) |
| min_dot=-1.0, max_dot=-0.5 | Bottom (downward-facing) |
| min_dot=-0.5, max_dot=0.5 | Sides (horizontal-pointing) |
| min_dot=0.7, max_dot=1.0 | Strict "up" only |
count_vertices_by_normal(mesh, lod, axis_x, axis_y, axis_z, min_dot, max_dot) previews the selection without modifying anything — call it first to verify your filter is selecting the right region.
Worked example — fix a thin disc's side strip aspect ratio while leaving the cap correct:
# Disc: scale (2.5, 2.5, 0.4), so world dimensions 250cm wide × 40cm tall.
# Side strip is 785cm (circumference) × 40cm (height) — 20:1 aspect.
# Cap is 250×250cm — 1:1 aspect.
# With a uniform brick material at Tiling=4, the cap renders correct bricks
# but the side renders as horizontal pinstripes.
# Step 1: confirm the filter selects only the side
side = unreal.UVMappingService.count_vertices_by_normal(
"/Game/Meshes/SM_Disc", 0, 0,0,1, -0.5, 0.5)
print(f"side vertex instances: {side}") # ~960 for engine cylinder
# Step 2: scale U on the side only by 20x to bring tile aspect back to ~1:1
unreal.UVMappingService.transform_u_vs_by_normal(
"/Game/Meshes/SM_Disc", 0, 0,
0,0,1, # axis = world Z
-0.5, 0.5, # side selector
scale_u=20.0, scale_v=1.0, # only U
)
manage_asset(action="save", asset_path="/Game/Meshes/SM_Disc")
💡 Which axis to scale: figure out the world-space aspect of the misbehaving region, then scale UVs to compensate. If a region is 20× wider than tall in world, scale U by 20× to make the brick texture tile 20× more in U than V — bricks now appear correctly proportioned.
Use identify_uv_islands + transform_uv_island when normal-direction or polygon-group filters can't cleanly separate the regions you want to operate on (e.g. an irregular mesh, or a UV layout where similar-normal faces are still distinct islands).
identify_uv_islands(mesh, lod, channel) returns an array of FUVIslandInfo, one per connected UV island. Two vertex instances are in the same island iff they're reachable through triangles with no UV seam between them.
islands = unreal.UVMappingService.identify_uv_islands("/Game/Meshes/SM_Disc", 0, 0)
for i in islands:
n, c = i.average_normal, i.world_center
print(f"Island {i.island_id}: tris={i.triangle_count} VIs={i.vertex_instance_count} "
f"bounds=({i.min_u:.2f},{i.min_v:.2f})..({i.max_u:.2f},{i.max_v:.2f}) "
f"normal=({n.x:.2f},{n.y:.2f},{n.z:.2f}) center=({c.x:.0f},{c.y:.0f},{c.z:.0f})")
Each island carries its own bounds, area, average world-space center and average normal — use those fields to identify which island is which. For a simple cylinder you'll get 3 islands: top cap (normal ≈ +Z), bottom cap (normal ≈ -Z), and the side strip (largest triangle count).
Once you've identified the island, transform just it:
# Example: scale only the side strip's UV U by 4x — caps and other islands untouched
side = max(islands, key=lambda i: i.triangle_count)
unreal.UVMappingService.transform_uv_island(
"/Game/Meshes/SM_Disc", 0, 0, side.island_id,
scale_u=4.0, scale_v=1.0)
Island ids are stable as long as the mesh's UV topology hasn't changed since identify_uv_islands was called. If you re-run an auto_unwrap / pack / structural change, call identify_uv_islands again for fresh ids before transforming.
transform_u_vs_by_polygon_group(mesh, lod, channel, polygon_group_name, scale_u, scale_v, rotation_degrees, offset_u, offset_v)
Applies the transform only to triangles in the named polygon group (typically a material slot). Use when the mesh has clean per-section slots — e.g. a wall with separate body and trim material slots, where you want different tiling per slot but the same base material.
list_polygon_groups(mesh, lod) returns the slot names available on a LOD. The engine basic shapes have just one slot (DefaultMaterial), so this filter is most useful on imported meshes with authored slots.
groups = unreal.UVMappingService.list_polygon_groups("/Game/Meshes/SM_Wall", 0)
# ['Body', 'Trim']
unreal.UVMappingService.transform_u_vs_by_polygon_group(
"/Game/Meshes/SM_Wall", 0, 0, "Trim",
scale_u=2.0, scale_v=2.0, # 2x denser bricks on trim only
)
| WRONG | CORRECT |
|-------|---------|
| result.success returning False but no error string | Check result.message — every failure includes a reason |
| Generating lightmap UVs without setting MinChartSpacingPercent | Pass at least 1.0 for typical meshes; smaller values pack tighter but risk bleeding |
| Calling transform_uvs on the lightmap channel | Avoid — transforms break the channel's [0,1] packing. Use it on material UV channels only |
| Forgetting to save after edits | Add manage_asset(action="save", asset_path=...) after the batch |
| Editing UVs on a skeletal mesh | Not supported — only StaticMesh works |
| Setting LightMapCoordinateIndex past the channel count | Use set_uv_channel_count first, or add_uv_channel |
| Property | Type | Description |
|---|---|---|
| success | bool | True iff the operation completed |
| mesh_path | str | Echoes the input path |
| message | str | Failure reason or success summary |
list_uv_channels, get_uv_channel_info)| Property | Type | Description |
|---|---|---|
| lod_index | int | LOD this channel belongs to |
| channel_index | int | UV channel (0..7) |
| vertex_instance_count | int | Number of vertex instances |
| triangle_count | int | Number of triangles |
| min_u, min_v, max_u, max_v | float | UV bounding box |
| overlap_percent | float | % of triangles with overlapping UV AABB. -1 if mesh too large (>5000 tris) |
| in_unit_square_percent | float | % of vertex UVs inside [0,1]^2 |
| texel_density1k | float | Avg texels/UE-unit at 1024px reference |
get_uv_health)| Property | Type | Description |
|---|---|---|
| mesh_path | str | |
| lod_count | int | |
| lightmap_coordinate_index | int | The channel lightmaps sample at runtime |
| light_map_resolution | int | Per-mesh lightmap texel size |
| b_generate_lightmap_uvs | bool | LOD 0 BuildSettings flag |
| channels | list[FUVChannelInfo] | Per-LOD per-channel stats |
| b_lightmap_has_overlaps | bool | True if the lightmap channel has any AABB overlap |
| warnings | list[str] | Human-readable warnings |
get_lightmap_settings)| Property | Type | Description |
|---|---|---|
| b_generate_lightmap_uvs | bool | LOD 0 BuildSettings flag |
| source_lightmap_index | int | UV channel the generator reads seams from |
| destination_lightmap_index | int | UV channel the generator writes into |
| lightmap_coordinate_index | int | Runtime sample channel |
| light_map_resolution | int | Mesh-level lightmap resolution |
| min_lightmap_resolution | int | Min allowed lightmap resolution |
import unreal
mesh = "/Game/Meshes/SM_Wall"
# 1. Health check
ok, health = unreal.UVMappingService.get_uv_health(mesh)
print(f"Channels found: {len(health.channels)}, lightmap idx: {health.lightmap_coordinate_index}")
# 2. Generate the lightmap channel (creates channel 1 if needed, sets LightMapCoordinateIndex=1)
result = unreal.UVMappingService.generate_lightmap_uvs(
mesh,
source_uv_index=0,
dest_uv_index=1,
min_chart_spacing_percent=1.0,
)
print(f"GENERATED: {result.message}")
# 3. Configure lightmap resolution (256 for hero props, 64 for background)
unreal.UVMappingService.set_lightmap_settings(mesh, 1, 0, 128, True)
# 4. Save
manage_asset(action="save", asset_path=mesh)
# 5. Verify
ok, health = unreal.UVMappingService.get_uv_health(mesh)
assert not health.b_lightmap_has_overlaps, "Lightmap still has overlaps after generation"
import unreal
mesh = "/Game/Meshes/SM_Wall"
# Add channel 2 if not present
if not unreal.UVMappingService.mesh_has_uv_channel(mesh, 0, 2):
r = unreal.UVMappingService.add_uv_channel(mesh, 0)
print(f"ADDED: {r.message}")
# Copy material UVs (channel 0) into channel 2 as a starting point
r = unreal.UVMappingService.copy_uv_channel(mesh, 0, 0, 2)
print(f"COPIED: {r.message}")
# Tile by 4 (scale UVs)
r = unreal.UVMappingService.transform_uvs(mesh, 0, 2, scale_u=4.0, scale_v=4.0)
print(f"TILED: {r.message}")
manage_asset(action="save", asset_path=mesh)
import unreal
mesh = "/Game/Meshes/SM_RuinPiece"
# Box projection produces clean per-face charts on chunky props
r = unreal.UVMappingService.auto_unwrap_uvs(
mesh, lod_index=0, channel_index=0,
projection_type="Box",
hard_angle_threshold=66.0,
)
print(f"UNWRAPPED: {r.message}")
# Pack the result tightly
r = unreal.UVMappingService.pack_uvs(mesh, 0, 0, padding_percent=1.0)
print(f"PACKED: {r.message}")
# Regenerate the lightmap channel from the new charts
unreal.UVMappingService.generate_lightmap_uvs(mesh, 0, 1, 1.0)
manage_asset(action="save", asset_path=mesh)
import unreal, os
mesh = "/Game/Meshes/SM_Wall"
out = os.path.join(os.environ["TEMP"], "uv_layout.png")
r = unreal.UVMappingService.export_uv_layout_image(
mesh, lod_index=0, channel_index=1, output_path=out, image_size=1024)
print(f"EXPORTED: {r.message}")
# Then attach the PNG with the screenshots skill / attach_image
import unreal
results = manage_asset(action="list", path="/Game/Meshes/Architecture")
for asset in results["assets"]:
if asset["asset_class"] != "StaticMesh":
continue
path = asset["asset_path"]
ok, health = unreal.UVMappingService.get_uv_health(path)
if health.b_lightmap_has_overlaps or not health.b_generate_lightmap_uvs:
unreal.UVMappingService.generate_lightmap_uvs(path, 0, 1, 1.0)
unreal.UVMappingService.set_lightmap_settings(path, 1, 0, 128, True)
manage_asset(action="save", asset_path=path)
print(f"FIXED: {path}")
else:
print(f"OK: {path}")
auto_unwrap_uvs)String, case-insensitive:
"Planar" — projects along world +Z. Best for flat panels."Box" — six-axis projection with seams along sharp edges. Best general-purpose unwrap."Cylindrical" — wraps around world Z axis. Best for tubes / columns.generate_lightmap_uvs)Float, percent of UV space (0.5..2.0 typical):
0.5 — tight packing, risk of bleeding at low lightmap resolution1.0 — default, safe for 64–128 lightmap resolution2.0 — generous, good for 32 resolution background propsset_lightmap_settings)Power of two preferred:
32–64 — background / non-hero128 — typical world geometry256–512 — hero props, large architectureFor lightmap-related changes, always re-run get_uv_health after the save to verify:
ok, health = unreal.UVMappingService.get_uv_health(mesh)
assert ok
assert not health.b_lightmap_has_overlaps
assert health.lightmap_coordinate_index == 1
For unwrap operations, export the layout PNG and visually inspect it via attach_image — the cheapest way to confirm the unwrap looks reasonable.
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