Description
Scale actors by dragging faces of their bounding box — the opposite face stays pinned. Tap R twice and it's just there. No modes, no menus, no learning curve.
YouTube (full walkthrough, recorded): https://www.youtube.com/watch?v=46ABtuusIV8
DOCS: https://hauntedostrich.com/scalebox/docs/
Unreal's scale gizmo scales around the pivot. So every time you stretch a wall to meet the floor, you scale… then move… then scale again. ScaleBox is the tool you never knew you were missing: the box-style scaling workflow you'd expect coming from tools like Blender, built natively into the UE level editor.
Tap R twice. First press: the normal scale gizmo, untouched. Second press: the gizmo becomes your selection's bounding box, with a handle on every face and corner. Drag a face — the opposite face stays pinned, so the thing you're scaling stays planted on the floor and flush against the wall. Tap R again and you're back to vanilla. There's also a Box Scale toolbar button next to W/E/R if you prefer clicking.
Features
Face handles scale per-axis with the opposite face pinned; corner handles scale uniformly from the opposite corner
Shift = symmetric scale about the center · Ctrl = invert grid snap · V = smart snapping (point the cursor at any geometry and the dragged face jumps flush to it) · Esc = cancel drag
Live dimension readout while dragging
Grid snapping that respects your editor snap settings without disturbing off-grid placement
Drag past zero to mirror (sticky threshold so it never happens by accident)
Works on any actor type with geometry — including volumes, box collisions, nav meshes, and triggers, not just meshes — with full multi-select support and rotated selections handled
One undo entry per drag; construction scripts re-run on release
Handle sizes, colors, and snap behavior tunable in Editor Preferences → Plugins → ScaleBox
Bonus: a fully procedural, zero-texture scaffold/blockout material set
What it isn't: an editor mode, a new toolbar, or a framework. It's editor-only (zero runtime/shipping footprint) and stays out of your way until the second R press.