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.
Prerequisite: read unreal-modeling-core first.
Use this skill when the output should be one of the following:
Stop at the working mesh stage unless asset output is explicitly required.
Create geometry in a working mesh first, then write it to a static mesh asset.
CreateWorkingMesh
-> GeometryScript create/modeling functions
-> optional writeback or asset creation
-> optional collision finalization
/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPrimitiveFunctions/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshModelingFunctions/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_SimplePolygonFunctions/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_PolyPathFunctions/Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_CreateNewAssetFunctionsYou need a box, sphere, cylinder, capsule, cone, disc, or torus as the starting point for later processing.
You need extrude / revolve / sweep style generation.
The end result must exist as a real mesh asset.