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Editor panel

The LOD Tailor panel is where you scan static and skeletal meshes, see what each target renders, review the findings and build LODs in batch. From top to bottom it has a header with the main buttons, the target chips, the summary tiles, the steps bar, the page of the current step (1 Meshes, 2 Findings or 3 Batch LODs) and a footer with the status line and the Log.

Where Entry What happens
Tools menu ta LOD Tailor, in the tridiART section Opens the panel.
Content Browser, right-click on folders Check Mesh LODs Opens the panel and scans the static and skeletal meshes in the selected folders and their subfolders.
Content Browser, right-click on assets Check LODs Opens the panel and scans the selected static and skeletal meshes. Shown when the selection contains one.
Content Browser, right-click on assets Tailor LODs… Scans the selected meshes and opens the Batch LODs page for them.
Static Mesh Editor and Skeletal Mesh Editor toolbars LOD Tailor Scans the mesh you are editing and selects it on the Meshes page.

The panel opens as a regular editor tab that you can dock anywhere. It works from about 600 pixels wide; see Narrow panels.

The header shows the plugin logo and the title ta LOD Tailor with the line “Fit your static and skeletal mesh LODs to every platform”. The publisher and its links are in the footer. On the right are three buttons and the Settings menu:

Button What it does
Scan selection Scans what is selected in the Content Browser. If assets are selected, the static and skeletal meshes among them are scanned. If only folders are selected, the meshes in those folders and their subfolders are scanned. With nothing selected, the status line says “Nothing is selected in the Content Browser.”
Scan project Scans the Included Paths from the settings (by default /Game). It is the highlighted button until the first scan.
Export report Writes the HTML, CSV and JSON report of the last scan to the Report Directory (by default Saved/LODTailor/Reports) and opens the HTML page when Open Report After Export is on. Available after a scan that found at least one mesh.
Settings (gear icon) Opens the Settings menu below.

The Settings menu starts with “Using Project Settings” or “Using the settings asset DA_LODTailorSettings”:

Entry What it does
Project Settings Opens Project Settings > Plugins > ta LOD Tailor: targets, LOD presets, folder rules, checks and the settings asset.
Create a settings asset Copies the settings in use into a new asset under /Game/LODTailor and uses it for the project. Shown while the project uses Project Settings.
Edit DA_LODTailorSettings Opens the settings asset the project uses, with its name in the entry.
Use Project Settings instead Stops using the settings asset in this project. The asset stays.
Export settings… Writes the targets, presets and folder rules in use to a JSON file.
Import settings… Reads such a JSON file into the settings asset in use, or into Project Settings.

After Create a settings asset, Use Project Settings instead and Import settings… the panel scans again with the new settings. While the project uses a settings asset, a line under the buttons says “Using the settings asset DA_LODTailorSettings”. See Shared settings and folder rules.

Before the first scan, the panel shows “Fit your LODs to every platform” with three cards (Scan, Review, Fix in batch) and Scan selection and Scan project buttons in its center.

A scan loads each static and skeletal mesh in its scope once, waits for pending mesh builds, reads its LODs, triangles, sections, screen sizes, Min LOD and Nanite state (and the bones of skeletal meshes), runs the checks against every enabled target and works out the Nanite or LODs verdicts. Other asset types are ignored. A progress dialog (ta LOD Tailor: reading meshes) shows the mesh being read; if you click Cancel, the panel shows the meshes read so far.

  • Every scan skips the Excluded Paths from the settings, also for meshes you select directly, and World Partition __ExternalActors__ and __ExternalObjects__ folders.
  • If you start a folder or project scan right after the editor opened, while the Asset Registry is still discovering assets, the status line says “Waiting for the Asset Registry to finish discovering assets; the scan starts on its own.” The scan then starts by itself.
  • To keep memory use down in large projects, a scan collects garbage after every 200 meshes.

When the scan is done, the status line shows a summary in this form:

Scanned <meshes> meshes of <scope> in <seconds> s: <errors> errors, <warnings> warnings, <suggestions> suggestions.

The scope is the scanned folders, or the names of the selected meshes (“N selected meshes” when more than three were selected). If the scope contains no meshes, it says “No static or skeletal meshes were found in the scanned scope.”

A scan uses the targets that are enabled in the settings at that moment. After you change targets in Project Settings, scan again to see the new numbers.

The row under the header has an All targets chip and one chip per enabled target, each with its device icon and name. After a scan, every chip shows a ring and the share of meshes that are ready for that target (All targets: ready for every target). The ring and the percent are green from 80, amber from 50 and red below 50. A mesh is ready for a target when no Warning or Error finding applies to it there; see What “ready” means.

A warning icon on a chip means that fewer than 80 % of the meshes are ready for that target (its tooltip says, for example, “12 of 40 meshes are ready for Switch 2.”), or that its platform key is not installed in this engine.

Hover a target chip to see its Platform key (“none (uses the default values)” when it has none), Nanite, Triangle budget, LODs needed above, Distance scale, Camera (field of view and aspect ratio, for example 90° at 1.778:1) and Min LOD (“First LOD within the budget” for -1).

Click a chip to focus the panel on that target. The tiles, the filters, the Triangles, Budget, LOD 1 at and Findings columns and the Findings page then show that target only. All targets shows the findings of every target and the full triangles of each mesh.

The six tiles under the chips show dashes until the first scan. Click a tile to open the matching page and filter:

Tile Counts Click opens
Meshes All scanned meshes The Meshes page with All
Need LODs Meshes with a No LODs finding on the selected target (on any target with All targets) The Meshes page with No LODs
Over budget Meshes with an Over budget finding on the selected target The Meshes page with Over budget
Nanite Nanite meshes, on every target The Meshes page with Nanite
Errors Error findings that apply to the selected target The Findings page with Errors
Warnings Warning findings that apply to the selected target The Findings page with Warnings

The pages are the steps of the workflow: 1 Meshes › 2 Findings › 3 Batch LODs. After a scan, step 1 shows the number of meshes and step 2 the number of errors and warnings on the selected target, followed by the number of suggestions, for example Findings 12 (+5 suggestions). Finished steps get a check mark. Click a step to go to it.

The line under the steps says what to do on the current step. The button on the right moves on (Next: Findings → on step 1, Next: Batch LODs → on step 2), and ← Back on the left goes back one step.

When you open Batch LODs with Next: Batch LODs or by clicking step 3, the meshes to change are chosen like this:

  1. the meshes ticked in the mesh table, if any are ticked;
  2. otherwise the meshes the table shows, if it has a filter other than All or a search;
  3. otherwise all scanned meshes.

Because a new scan opens the table on Needs work, Next: Batch LODs right after a scan works on the meshes that need work.

The Meshes page has the mesh table and the details of the selected mesh, side by side in a wide panel and one under the other in a narrow one.

The search box (Search meshes…) matches the mesh name and its package path, ignoring case. The filter chips show their counts:

Filter Shows
All Every scanned mesh
Needs work Meshes with a warning or an error on the selected target
No LODs Meshes that need LODs on the selected target
Over budget Meshes over the triangle budget of the selected target
Nanite Nanite meshes
Imported LODs Meshes with hand-made (imported) LODs
Skeletal Skeletal meshes: characters and creatures, with their own triangle budgets

After a scan you start, the table opens on Needs work when at least one mesh needs work, and on All otherwise, so a few problems don’t hide among thousands of fine meshes. If a filter shows nothing, the table says why, for example “All 17 meshes are ready for Meta Quest.” or “No meshes match this filter.”, with a Show all button.

Column Shows
Check box Tick meshes to change them together on Batch LODs. The check box in the header ticks or clears every mesh the table shows. Ticks are separate from the row selection that shows the details.
Mesh Thumbnail, name and folder. In a wide panel, tags show Skeletal, Nanite and Imported LODs.
LODs Number of LODs and a small bar split into one segment per LOD, each as wide as its share of the chain’s triangles. Hover to see the triangles of every LOD.
Triangles With All targets (“full mesh” under the header): the triangles of the full mesh (for Nanite meshes, the triangles of the Nanite mesh). With one target (its name under the header): the triangles of the first LOD the target renders, which is the mesh’s Min LOD on that target. Nanite when the target renders the mesh with Nanite. (fallback) under the number when a Nanite mesh is drawn with its fallback mesh. Red when over budget.
Budget The triangles the target renders divided by its triangle budget (its skeletal budget for skeletal meshes), as a bar and a percentage. With All targets (“worst target” under the header), the highest value of all targets that don’t render the mesh with Nanite. – when every target renders it with Nanite. Green up to 75 %, amber above 75 %, red above 100 %.
LOD 1 at The distance where LOD 1 takes over, for the mesh at scale 1, on the selected target’s camera with the screen sizes that apply to it. With All targets, on the reference camera with the default screen sizes. – for meshes with one LOD, Nanite when the target renders the mesh with Nanite. See Distances and screen sizes.
Findings The errors and warnings on the selected target, for example “1 error, 2 warnings”, with the icon of the worst one. Suggestions are only mentioned when there are no errors or warnings (“1 suggestion”). – when the mesh has no findings.

Click a column header to sort. The table is sorted by Findings by default, worst first: errors, then warnings, then suggestions. The line under the table says “N of M meshes shown · K ticked for Batch LODs”, next to a legend of the budget colors (Within budget, Close to budget, Over budget).

Double-click a mesh to open it in its editor, the Static Mesh Editor or the Skeletal Mesh Editor.

Select a mesh to see its details:

  • Thumbnail, name and folder, the Skeletal, Nanite and Imported LODs tags, and three buttons: Open (opens the mesh in its editor), Tailor LODs (ticks the mesh and opens Batch LODs with the ticked meshes) and Browse (shows the mesh in the Content Browser).
  • Mesh facts: Type (Static mesh or Skeletal mesh), Screen sizes (Auto when Unreal computes them, Manual otherwise), Full triangles, LOD group (static meshes) or Bones with the number of unskinned bones, for example “68 (15 unskinned)” (skeletal meshes), Nanite (“On, fallback” and the fallback mesh’s triangles, “On” for skeletal meshes, or “Off”), Materials, Size (bounding box at scale 1, in metres) and, for skeletal meshes, LOD settings (the LOD Settings asset that drives the LODs, or “None”).
  • LOD chain: one row per LOD with its Triangles (hover for the share of the full mesh), its default Screen size and one column per target with the distance where the LOD takes over on that target (– for LOD 0). LODs a target never loads because of its Min LOD show not loaded. When a target renders the mesh with Nanite, its column shows Nanite for LOD 0. The first LOD a target renders is red when it is over that target’s budget. Imported LODs are tagged imported, LODs whose sections LOD Tailor merged merged, and LOD 0 of a Nanite mesh fallback.
  • LOD pictures: a picture of every LOD from the same camera, with its number and triangles; hover a picture for its triangles and draw calls. See LOD pictures.
  • Target readiness: for every target, the triangles it renders and its budget (for example 14,280 / 20,000) with a bar and the percentage, or Nanite. Hover a target for a sentence like “Meta Quest starts at LOD 2 (its Min LOD) with 14,280 triangles; its budget is 20,000.” The line under it says “No reduced LODs: the full mesh is drawn at every distance.” or where LOD 1 takes over on the reference camera.
  • Nanite or LODs: the verdict for the mesh, its costs, for example “Nanite data 2.5 MB · LOD chain ~6.8 MB” (~ marks an estimate), the reason in one sentence, the material risk and notes on translucent, masked and World Position Offset materials. Per-target verdicts lists the verdict and the reason for every target. See Nanite or LODs.
  • Findings: every finding of the mesh on all targets, with its rule and message.

The Findings page lists the findings of the last scan for the selected target, errors first.

  • Chips: Errors & warnings (the default; the same meshes as Needs work on step 1), Errors, Warnings, Suggestions and All, each with its count.
  • Group by: Rule (the default, in the order Over budget, No LODs, Nanite fallback, Nanite fallback materials, Invalid Min LOD, Screen size order, Weak reduction, No platform key), Mesh (sorted by name) or None (one list, worst first). A group shows its count; click its arrow to fold it.
  • Search (Search findings…): matches the mesh name, the message and the rule name, ignoring case.

Each finding shows the severity icon, the mesh with its thumbnail and folder, the rule (when the list is not grouped by rule), the message, the targets it applies to (All targets for findings that apply to every target) and two buttons:

Button What it does
Show Goes to step 1 and selects the mesh. If the filter or the search hides it, the filter is set back to All and the search box is cleared.
Open Opens the mesh in its editor.

Double-clicking a finding does the same as Show.

The line under the list sums up the selected target, for example:

12 warnings across 10 meshes · No blocking errors · No findings for: Invalid Min LOD, Screen size order, No platform key

With errors it says “N blocking errors” instead of “No blocking errors”. See Checks for every rule and message.

The Batch LODs page builds LOD chains, screen sizes and platform settings for many meshes at once: the LOD recipe, Meshes to change and Options cards at the top, the Preview changes list under them, and Preview changes, Apply to N meshes and Restore last backup at the bottom. It has its own page: see Batch LODs.

The bottom of the panel shows:

  • the status line with the result of the last scan, export, preview, apply or restore, for example “Preview: 9 new LOD chains, 3 settings only, 5 skipped. Nothing has changed yet.” Problems, such as a failed export, are marked with a warning icon;
  • Log, a drop-down with the batch runs, restores, imported LODs put back after a reimport, folder rules applied on import and settings changes of this editor session, newest first, each with its time. The button shows the number of entries and turns amber when one of them is a warning or an error. A button next to an entry shows its mesh in the Content Browser, and Clear empties the log;
  • by tridiART with the tridiART logo and the links Website, Contact and Documentation;
  • the plugin version, for example v1.1.0.

The layout follows the width of the panel, so you can dock it beside the viewport:

Panel width What changes
Wide, 1300 and more Everything as described on this page: the hint line under the steps, the tags and the LOD 1 at column in the mesh table, the mesh details beside the table, and the recipe, meshes and options cards in one row.
Medium, 1000 to 1300 The hint moves into the tooltip of the Next button. The mesh table loses the tags and the LOD 1 at column, and its filter chips become one drop-down beside the search, for example All (17). The mesh details stay beside the table in a shorter form: one fact per line, each LOD on its own line with the distances under it, and the target readiness without bars. On the batch page, the recipe and the meshes to change share a row and the options sit under them.
Narrow, 600 to 1000 The header buttons become icons on the same line as the title (their names are in the tooltips). The target chips leave out the device icon and the ring; the percent keeps the ring’s color. The tiles show their icon and number, with the label in the tooltip. The steps bar shows Next → and ←, and the number of suggestions only in a tooltip. The mesh details move below the table. The findings filters become two drop-downs beside the search, for example Errors & warnings (12) and Group: Rule, and each finding shows its message and targets under the mesh name. The preview leaves out the Note column (hover the row to read it) and the Platform Min LOD column, the batch cards are stacked, the result line goes under the buttons, and the footer links become icons.
Compact, under 600 No subtitle, All instead of All targets, and smaller tiles that wrap. The steps bar names only the current step, has no ← Back button (click a finished step instead) and shows → for Next. The mesh table shows Mesh, Budget (percent only) and Findings (icon and count), and the mesh details use the shorter form again. On the Findings page, the filter is on its own line with the grouping and the search under it, Show and Open become icon buttons, and the line under the list leaves out the rules that found nothing (all of it on hover). The preview shows each mesh name with its action under it and the triangles, with the counts on their own line, and Export preview becomes an icon. The bottom bar shows Apply (12) with Preview changes and Restore last backup as icons. The status line gets its own line above Log and wraps.

The widths are in Slate units, which are pixels at 100 % display scaling: at 175 % a 600 pixel wide panel is about 340 units wide and uses the compact layout. In every layout, long names shorten with an ellipsis and show in full on hover, and numbers are never cut.