ScaleBox Documentation
Bounding-box scale tool for the Unreal Engine level editor · UE 5.5 – 5.8 · Windows editor · editor-only, zero runtime footprint. Product page →
Install
- Fab: add ScaleBox to your library, install it to the engine from the Epic Games Launcher, then enable ScaleBox in Edit → Plugins for your project and restart the editor.
- Gumroad: unzip the version matching your engine into your project's
Plugins/folder (create it if needed), then restart the editor. Prebuilt Win64 binaries are included — Blueprint-only projects work.
Activating box mode
- Tap R twice: the first press gives the normal scale gizmo (native behavior), the second press switches it into box mode. Press R again (or W/E) to return to the normal gizmo.
- Or click the Box Scale toolbar button next to the W/E/R transform tools (on the legacy toolbar it lives in the viewport's Options dropdown). The button jumps straight to box mode from any gizmo mode.
- Box mode is offered when the selection contains scalable geometry — a lone light or sky actor keeps the native gizmo.
Controls
| Control | Effect |
|---|---|
| Drag face handle | Scale along that axis; the opposite face stays pinned |
| Drag corner handle | Uniform scale from the opposite corner |
| Shift + drag | Symmetric — scale about the box center instead |
| Ctrl + drag | Invert grid snapping (snap off → on, on → off) |
| Hold V + drag face | Smart snapping: the face jumps flush to the geometry under your cursor, at any distance; with the cursor in empty space, the face snaps to geometry it passes near |
| Esc during drag | Cancel and restore the original transforms |
| Drag past zero | Mirror the selection (sticky: ~25% overshoot to flip, so it never happens by accident; never on BSP brushes) |
- A live dimension readout shows the selection's size in units while you drag.
- Grid snapping follows the editor's snap settings, applied to the size delta, so existing off-grid placement isn't disturbed.
- Everything is one undo entry per drag, and construction scripts re-run when the drag ends.
- Works on anything with bounds — meshes, Blueprints, volumes, box collisions, nav meshes, triggers — with full multi-select support.
Settings
Editor Preferences → Plugins → ScaleBox: handle sizes, hit-test padding, all handle colors, mirror overshoot threshold, and contact-snap distance. Changes apply live.
Bonus: scaffold materials
The plugin ships a fully procedural scaffold/blockout material set under /ScaleBox/Materials: world-aligned meter grid with anti-aliased lines, axis tinting, and an orange bounds frame — zero textures. Handy for greybox scenes that show exactly what you're scaling.
Known limitations (v1.0)
- Smart snapping targets what your cursor can see: point at a visible part of the target actor. Parts hidden behind the selection itself (or actors with collision disabled) can't be snap targets — the close-range snap still engages as the face approaches them.
- Ortho viewports work, but handle interaction on rotated meshes can feel imprecise there.
- A rotated multi-selection scales via its world-aligned bounds (approximate); single rotated actors are exact.
- Actors attached to a non-uniformly scaled parent can land slightly off.
- No numeric size entry — the Details panel covers exact values as usual.
Support
Bugs, questions, feature requests: support@hauntedostrich.com
Include your engine version and, for bugs, a short clip or steps to reproduce — it makes fixes dramatically faster.
HAUNTED OSTRICH