Short demo of how to use Geometry Script (UE5 Experimental Feature) inside an Editor Utility Asset Action to apply a Y-Up/Z-Up conversion to a StaticMesh Asset, and also how to edit it's Pivot.
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UEFN Modeling Mode - Part 4 - Manual Simple Collision Setup
UEFN Modeling Mode - Part 3 - Simple Collision
UEFN Modeling Mode - Part 2 - Import Cleanup
UEFN Modeling Mode - Part 1 - Basics
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UE5.1 Modeling - Aligning Faces / XForm Tool
UE5.1 PolyEd Modeling Part 11 - Bridge and Weld
UE5.1 PolyEd Modeling Part 10 - Straighten
UE5.1 PolyEd Modeling Part 9 - Group Corners
UE5.1 PolyEd Modeling Part 8 - Insert Loop
UE5.1 PolyEd Modeling Part 7 - Cut Face
UE5.1 PolyEd Modeling Part 6 - Face Edits
UE5.1 PolyEd Modeling Part 5 - Bevel
UE5.1 PolyEd Modeling Part 4 - Inset/Outset
UE5.1 PolyEd Modeling Part 3 - Extrude/Offset/PushPull
UE5.1 PolyEd Modeling Part 2 - Snapping
UE5.1 PolyEd Modeling Part 1 - Selection
UE5 Geometry Script - Creating 2D Point Arrays
UE5 Geometry Script - Booleans at Runtime
UE5 Modeling Mode - Dynamic Mesh Actors
UE5 Geometry Script - Live SubD with EditorTick
UE5 Modeling Mode - SubDiv Tool
UE5 Modeling - Polygroup Paint for UVs
UE5 Modeling - PolyGroup Painting & UV Editor