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Modeling-to-Gameplay Tag Pipeline

Module: Design · Category: Systems · Tool ID: ModelingToGameplayTagPipeline

Bridges Modeling and Design by assigning gameplay tags to a static mesh’s material slots / sections, then auto-generating matching TriggerBox volumes around every level instance of the mesh. Auto-detects tags from naming conventions (Trigger_, Volume_, Hazard_, Cover_, Climbable), supports quick-pick presets, and exports the section-to-tag mapping as CSV.

Screenshot 01 — Hero shot — Tool open with a mesh selected, sections list showing material slots with assigned tags, instances list showing level placements.


  • Modular kit setup — tagging cover / hazard / climbable surfaces on the mesh, then auto-spawning trigger volumes wherever the mesh is placed
  • Gameplay-driven environment dressing — when level designers need volumes that follow modeling decisions
  • Onboarding to an unfamiliar kit — auto-detect tags from naming conventions saves manual work
  • Don’t expect this to handle non-static-mesh gameplay — it works on UStaticMesh material slots
  • Don’t expect this to author gameplay logic — it places trigger volumes; gameplay code listens for tags via UGameplayTagsManager

  1. Open the EQLabs Hub and search for Gameplay Tag or Modeling (or browse to Design → Systems)
  2. Click the tool card
  3. Either select a mesh in the Content Browser and click Use Selected, or drop a mesh into the picker

SectionWhat it doesDefault
Selected Mesh pickerThe static mesh to tag(empty)
Use SelectedPicks the currently-selected Content Browser mesh
Volume Folder PathOutput folder for generated TriggerBoxesGameplayVolumes
Sections listPer-section row: index, name, material name, assigned tag, triangle count
Tag Presets comboQuick-pick presets (Trigger_, Volume_, Hazard_, Cover_, Climbable)
Scan LevelWalks the level for instances of the selected mesh
Generate VolumesSpawns TriggerBoxes around each instance with the assigned tags
Clear VolumesRemoves generated TriggerBoxes
Register Tags OnlyValidates + registers tags in DefaultGameplayTags.ini without spawning volumes
Export CSVSaves the section-to-tag mapping
Instances listPer-instance row: actor name, mesh name, tagged section count, volumes-generated flag

If a section’s material name starts with a recognized prefix (Trigger_, Volume_, Hazard_, Cover_, or contains Climbable), the tag is auto-suggested from that prefix. Example: a material named Cover_Brick auto-suggests the tag Cover.Brick.

Screenshot 02 — Sections + instances — Sections list with assigned tags, instances list below showing level placements with volumes-generated flags.


  1. Pick a mesh
  2. Look at the Sections list — assign tags via the Tag Presets combo or by typing manually
  3. Click Register Tags Only to add the tags to DefaultGameplayTags.ini (a one-time step)
  4. Click Scan Level to find instances
  5. Click Generate Volumes — TriggerBoxes spawn at each instance with the assigned tags
  6. Optionally Export CSV for documentation

If you regenerate, click Clear Volumes first to avoid duplicates.


FieldWhat it doesDefault
Volume Folder PathOutput folder for TriggerBoxesGameplayVolumes

Settings file: [Project]/Saved/EQLabs/Settings/ModelingToGameplayTagPipeline.json


  • TriggerBox actors — spawned in the level under the configured folder
  • Tags registered to .ini — via Register Tags Only
  • CSV export — section-to-tag mapping
  • Undo — via standard ScopedTransaction

  • Tag names must be valid Tag.Subtag.Subtag — invalid characters are flagged; the tool surfaces invalid tags before spawning anything
  • Generated volumes are recreatable — if the source mesh’s section tags change, regenerate (clear first)
  • Single-click on instance row selects the actor; double-click flies the camera there
  • Volumes scale to instance bounds — bigger instances get bigger TriggerBoxes


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