Changelog
Update.
- Skeletal meshes: scanned and checked with their own triangle budgets per target (Max Skeletal Triangles, Require Skeletal LODs Above), the presets Characters and Characters (mobile and VR) with bone influences per LOD, and preview, apply, backup, restore, reports, commandlet, Python and Data Validation. The far LODs can drop the bones no vertex is skinned to, and meshes driven by a LOD Settings asset are left to that asset. See Skeletal meshes.
- Nanite or LODs: a verdict for every mesh and target (Keep Nanite, Nanite + fallback LODs, Switch to LODs, Keep LODs or Consider Nanite) with the reason, the size of the Nanite data next to the memory of a LOD chain, material notes and the multi-material fallback risk. A new check, Nanite fallback materials (
NaniteMaterials), reports fallback LODs that lose material sections. See Nanite or LODs. - Shared settings: targets, presets and folder rules in a ta LOD Tailor Settings asset the team checks in, and Export settings… / Import settings… as JSON. Folder rules give content folders their own preset in batch runs and, optionally, when new meshes are imported; an import over an existing mesh leaves its LODs as they are. See Shared settings and folder rules.
- Reimport protection: imported LODs that a reimport removes are put back after a prompt or right away (Protect Imported LODs on Reimport: Ask, Restore, Off), as one Ctrl+Z step. The panel’s new Log lists batch runs, restores and reimports. See Reimport protection.
- Fewer draw calls on far static mesh LODs (an option, off by default): merge sections with the same material, drop tiny sections, or draw with the main material only. The preview shows the draw calls per LOD before → after; runs are backed up and restorable, and merged LODs follow a reimport. See Fewer draw calls.
- No platform key: a new suggestion (
NoPlatformKey) for a target without a platform key that starts a mesh over its budget although a lighter LOD fits. It replaces the Over budget warning there, because only the target’s platform key lets a batch run start it at the lighter LOD; Switch 2 has no key by default. The Over budget tile and filter and the HTML report’s target cards count the Over budget findings. See No platform key. - Already up to date: a batch run doesn’t build a LOD chain again that an earlier run built with the same recipe and options; it only compares the mesh’s settings, so a second preview shows Already up to date. Screen sizes come from the mesh’s current bounds. The JSON report and Python show what is compared:
bReducesFromLOD0,reductionBoneInfluencesandremovedBonesper LOD,naniteFallbackPercentper mesh. See Already up to date. - LOD pictures: every LOD side by side from the same camera, in the mesh details and in the HTML report, with triangles and draw calls. See LOD pictures.
- Export preview writes the batch preview as HTML, CSV and JSON (
lod_plan.*), and preview rows can be unticked before Apply. - Commandlet:
-SkeletalPreset,-Meshes,-RemoveUnskinnedBones,-NoFolderRules,-ReduceDrawCalls,-DrawCallsFromLOD,-DropSectionsBelow,-MainMaterialOnlyand-NoPictures. See Command line & CI. - Python and Blueprint:
advise_nanite,export_plan,save_lod_pictures,snapshot_imported_lods,find_lost_imported_lods,restore_imported_lods,reimport_keeping_imported_lods,get_log, and functions for the settings asset and folder rules. See Python. - New panel layout: target chips with readiness rings, summary tiles, numbered steps, mesh details with LOD pictures and the Nanite or LODs verdicts, findings grouped by rule or mesh, batch options in cards, and preview rows that can be unticked. The panel fits docked tabs from about 600 pixels wide. See Narrow panels.
- The panel header shows only the plugin name; tridiART and its links stay in the footer.
- The Fab link in the plugin’s details (Edit > Plugins) opens ta LOD Tailor on Fab; the website and support links go to tridiart.com.
- The license line follows Fab’s definition of the Personal and Professional licenses.
- LOD presets have Used For (static meshes, skeletal meshes or any mesh). New presets and presets saved by 1.0 are for static meshes, and the built-in Characters presets are always offered for skeletal meshes unless a preset of the same name replaces them. See Settings.
- Targets saved by 1.0 have no skeletal budgets yet and start with 30,000 triangles (LODs above 5,000): check them in Project Settings after updating. See Skeletal meshes.
- Supports Unreal Engine 5.0 to 5.8 (Win64, Mac and Linux editor).
- Personal license $9.99, Professional license $29.99 on Fab (was $4.99 / $9.99).
Initial public release, 2026-10-11.
- Targets: PC, Steam Deck, Switch 2, Meta Quest and Mobile preset, each with a triangle budget per mesh, a LOD threshold, Nanite on or off, a distance scale, its own camera (field of view and aspect ratio, per eye for VR) and a per-platform key. Add and change targets in Project Settings.
- Readiness per target: the share of meshes that are ready, the triangles each target renders (its first loaded LOD), the budget used and where LOD 1 takes over on each device.
- Six checks:
OverBudget,NoLODs,NaniteFallback,InvalidMinLOD,ScreenSizeOrderandWeakReduction, with the targets each finding applies to. - Batch LODs: LOD chains from presets (Standard, Small props, Hero / large, Mobile aggressive or your own) with a triangle share and a switch distance in metres per LOD, converted to screen sizes for each mesh’s size.
- Per-platform screen sizes and Min LOD from each target’s camera, distance scale and budget.
- Nanite meshes: skip them, keep Nanite and add a LOD chain (hybrid workflow), or turn Nanite off.
- Imported LODs are kept unless you choose to replace them; replaced meshes’ package files are backed up.
- Preview, apply, restore: every run is previewed per mesh, backed up as JSON before anything changes, and can be restored.
- Editor panel (Tools > ta LOD Tailor) with target chips, a readiness ring, three steps (1 Meshes › 2 Findings › 3 Batch LODs), a sortable and filterable mesh table with the LOD chain and target readiness of each mesh, and findings grouped by rule or mesh.
- Content Browser entries (Check Mesh LODs, Check LODs, Tailor LODs…) and a LOD Tailor button in the Static Mesh Editor toolbar.
- Data Validation integration: findings appear in Validate Assets, validate on save and changelist validation; errors fail validation.
- Reports: HTML (sortable, filterable, light and dark), CSV and JSON.
TALODTailorcommandlet for CI with-Paths,-Report,-Formats,-NoReport,-FailOn,-Apply,-Preset,-Nanite,-ReplaceCustomLODsand-NoSave, and exit codes0,1and2.- Python and Blueprint API through
TALODTailorSubsystem: scan, plan, apply, restore, export and convert distances. - Settings stored in
Config/DefaultEditor.inifor sharing through source control. - Supports Unreal Engine 5.6, 5.7 and 5.8 (Win64, Mac and Linux editor). Personal license $4.99, Professional license $9.99 on Fab.