The community shares the consens that external 3d modeling programs are the preferred way to create StaticMeshes. Smoothing Groups for smoother lighting, baking lightmaps directly into the texture for very fine shadows, much better uv mapping features, more control over triangulization, easier to get rid of unneeded faces and probably a whole slew of other reasons. Blender
is a free program that is recommended by many.
You still need brushes for the room layout though. Are you always trying to put in the correct values for the lengths of the sides of your cubes or the heights of your cylinders? Just put in any 2 powered value that is at least twice as big as the size your grid is set to so it ends up on the grid. Any further adjustments can easily be made via Vertex Editing
and/or Brush Clipping
. It must be weeks ago when I entered any values in the cube brush creator thingy. I just place the default one and Vertex Edit it into shape.
If you want to go with values you can hold down shift and then draw a line between two points in a 2d-viewport with your middle-mouse button and it will show you the distance between the two points.
Beware that if you meassure distances between points that aren't on a horizontal or vertical line the UnrealEd will round the distance, which makes it almost useless for 3d editing. It's still helpful to see how far players can jump or how far you have to set your fog and the like.