FAQ
Do I still need LODs if my project uses Nanite?
Section titled “Do I still need LODs if my project uses Nanite?”On platforms that render Nanite, no: Nanite meshes don’t use LODs there. But Steam Deck, Switch 2, standalone VR headsets such as Meta Quest and phones don’t render Nanite. There, a Nanite mesh is drawn with its fallback mesh as LOD 0 and then its LODs. A Nanite mesh without LODs draws the fallback mesh at every distance, and a fallback mesh can easily be over a mobile budget: that’s why a Nanite mesh can show up as over budget on Meta Quest.
LOD Tailor reports these meshes as Nanite fallback findings. On the Batch LODs page, Keep Nanite, add LODs keeps Nanite for the targets that have it and adds a LOD chain for the others, and per-platform Min LOD lets a weak target skip the heavy fallback mesh. See Nanite meshes.
Should this mesh use Nanite or LODs?
Section titled “Should this mesh use Nanite or LODs?”Select it on the Meshes page and look at Nanite or LODs in the mesh details: LOD Tailor gives a verdict for the mesh and for every target (Keep Nanite, Nanite + fallback LODs, Switch to LODs, Keep LODs or Consider Nanite) with the reason, the size of its Nanite data next to the memory of a LOD chain, and notes on materials Nanite handles differently. The HTML report lists the verdicts of all meshes. See Nanite or LODs.
Does it work with skeletal meshes?
Section titled “Does it work with skeletal meshes?”Yes. LOD Tailor scans, checks and changes skeletal meshes too, with their own triangle budgets per target and the presets Characters and Characters (mobile and VR), which set the bone influences per LOD. The far LODs can also drop the bones no vertex is skinned to. Meshes whose LODs come from a LOD Settings asset are left to that asset. See Skeletal meshes.
Will LOD Tailor overwrite my hand-made LODs?
Section titled “Will LOD Tailor overwrite my hand-made LODs?”No, not by default. Meshes with imported LODs keep them; a batch run only gives them screen sizes and per-platform settings, and the preview notes “Keeps its imported LODs”. Only with Replace imported LODs on do they get a new LOD chain, and then their package file is copied to the backup folder first. See Imported LODs.
A reimport removed my imported LODs. Can I get them back?
Section titled “A reimport removed my imported LODs. Can I get them back?”Yes. LOD Tailor keeps a copy of a mesh’s imported LODs before every reimport. With the default setting it asks in a notification whether to put them back; click Restore LODs. Set Protect Imported LODs on Reimport to Restore to have them put back right away. Putting them back is one Ctrl+Z step. Skeletal mesh LODs are put back on Unreal Engine 5.3 and later. See Reimport protection.
How do I undo a batch run?
Section titled “How do I undo a batch run?”Click Restore last backup on the Batch LODs page. Every run writes a backup of the old LOD settings before it changes anything, and a restore puts them back. Batch runs are not recorded in the editor’s undo history, so Ctrl+Z doesn’t undo them.
A restore can’t bring back the geometry of imported LODs that a run replaced; reimport them, or copy the backed up .uasset back with the editor closed. Clicking Restore last backup again undoes the run before it, one run at a time. See Restore.
Which mesh reduction does LOD Tailor use?
Section titled “Which mesh reduction does LOD Tailor use?”Unreal’s own. LOD Tailor writes the reduction settings of each LOD (the share of triangles to keep, based on LOD 0, and for skeletal meshes the bone influences) into the mesh, and the engine builds the LODs, the same way it does when you set up LODs in the Static Mesh Editor or the Skeletal Mesh Editor. Nothing is sent anywhere, and no extra reduction software is needed.
How do I check LODs in CI?
Section titled “How do I check LODs in CI?”Run the TALODTailor commandlet with -FailOn=Warning (or Error) and check its exit code: 0 passed, 1 findings at or above -FailOn, 2 the run itself failed (including an -Apply that could not write its backup). It writes the HTML, CSV and JSON report too. With -Apply -Preset=<name> it can also apply presets before the report. See Command line & CI.
Why does my CI report have no LOD pictures?
Section titled “Why does my CI report have no LOD pictures?”Pictures need the editor with a graphics device. Commandlets don’t render unless they run with -AllowCommandletRendering, and never with -NullRHI; even then they picture static meshes only, and skeletal meshes get their pictures in the editor. The rest of the report is complete either way. See LOD pictures.
How does my team use the same targets and presets?
Section titled “How does my team use the same targets and presets?”Commit Config/DefaultEditor.ini, where Project Settings keeps them, or put the targets, presets and folder rules into a settings asset with Settings > Create a settings asset in the panel and check that asset in. Export settings… and Import settings… in the same menu move them to another project as a JSON file. See Shared settings and folder rules.
Why did some meshes get a different preset than the one I picked?
Section titled “Why did some meshes get a different preset than the one I picked?”They are in the folder of a folder rule. With Use the folder rules (on by default, under Meshes to change on the Batch LODs page), a mesh in a rule’s folder gets the rule’s preset, and the rule’s Nanite mode when it sets one, instead of the preset picked in the recipe. Untick it to use the picked preset for every mesh. The preview’s note names the rule, for example 3 LODs from "Small props" (folder rule /Game/Props/Small); the commandlet ignores the rules with -NoFolderRules.
How do I work with a large project?
Section titled “How do I work with a large project?”A scan loads each static and skeletal mesh once, so scanning a whole project takes longer the more meshes it has. Some ways to keep it manageable:
- Scan only the folders you need: right-click them in the Content Browser and choose Check Mesh LODs, or set Included Paths in the settings.
- Add folders you never want checked to Excluded Paths.
- After a scan, the mesh table opens on Needs work, worst first, so you see the problems without scrolling through thousands of fine meshes. Pick a target to narrow it down further.
- Give folders their own preset with folder rules, and fix them all in one run.
- Run the commandlet in CI. Scans collect garbage after every 200 meshes to keep memory use down.
You can cancel a scan or a batch run from its progress dialog at any time.
Why does Switch 2 switch LODs at the same distance as PC?
Section titled “Why does Switch 2 switch LODs at the same distance as PC?”The default Switch 2 target has no platform key, because the key only exists in engines with the console’s platform SDK installed. Without a key it uses the default screen sizes, so its distance scale of 0.7 and its Min LOD have no effect, and no per-platform values are written for it. Its triangle budget is still checked; a mesh that starts over it although a lighter LOD fits gets the No platform key suggestion. If you have the SDK, enter the platform as its Platform key. See Notes on the default targets.
My Steam Deck build runs through Proton. What do I change?
Section titled “My Steam Deck build runs through Proton. What do I change?”The Steam Deck target writes its screen sizes and Min LOD to the Linux key, for native Linux builds. A Windows build running through Proton doesn’t read those values. Set the Steam Deck target’s Platform to None. Its budget checks keep working, and the Windows build uses the default screen sizes and Min LOD.
I changed a target, but the panel still shows the old numbers
Section titled “I changed a target, but the panel still shows the old numbers”A scan uses the targets that were enabled when it started. Scan again after changing targets or checks in Project Settings or in the settings asset. New or renamed LOD presets appear in the Batch LODs drop-down after you reopen the panel tab. Settings you switch or import through the panel’s Settings menu are scanned again right away.
How much does LOD Tailor cost?
Section titled “How much does LOD Tailor cost?”LOD Tailor is sold on Fab under the Fab Standard License:
- Personal license: $9.99, for individuals and companies with up to $100,000 gross revenue in the last 12 months.
- Professional license: $29.99, above that.
Both licenses give the same rights. LOD Tailor is not open source, but its full C++ source code ships with the plugin, so you can build it for your engine version. Get it from ta LOD Tailor on Fab.
Where do I get help?
Section titled “Where do I get help?”Write to support@tridiart.com. Include your engine version, what you did and, if possible, the commandlet log or the JSON report.