LOD pictures
Numbers tell you how many triangles a LOD keeps; a picture tells you whether it still looks right. LOD Tailor renders every LOD of a mesh from the same camera, like a Content Browser thumbnail, so you can compare them side by side. Nanite meshes show their fallback mesh and its LODs: what targets without Nanite draw.
In the panel
Section titled “In the panel”Select a mesh on the Meshes page. The LOD pictures section of the mesh details shows one square picture per LOD, with its number and triangles under it, for example “LOD 2 · 4,032”. Hover a picture to see its triangles and draw calls.
- The pictures are rendered right after you select the mesh, so selecting stays quick; a spinner shows while they are rendered. They don’t wait for shaders that are still compiling.
- The panel keeps the pictures of the last 16 meshes. After a batch run or a restore changes a mesh’s LODs, its pictures are rendered again.
- A long chain wraps to the next line.
In the HTML report
Section titled “In the HTML report”The HTML report has a LOD pictures section: one card per mesh with its name, its path and a strip of its LODs, each with its number, “imported”, “merged” or “fallback” where that applies, its triangles and its draw calls. In the Meshes table, a pictures link next to the mesh name jumps to its card.
- Only meshes with more than one LOD get pictures, those with the most triangles first, up to Max Picture Meshes (default 50).
- Each picture is 160 by 160 pixels.
- The pictures are JPEG images inside the HTML file, so the report stays one file you can send on its own.
- Before rendering, the report waits for mesh builds and shaders to finish, and a progress dialog shows when it takes longer than a second.
Settings
Section titled “Settings”| Setting | Default | Meaning |
|---|---|---|
| LOD Pictures in the Report | Enabled | Adds the LOD pictures section to the HTML report. |
| Max Picture Meshes | 50 |
How many meshes get pictures in the report, from 1 to 1000. |
Both are in Project Settings > Plugins > ta LOD Tailor > Files. The pictures in the panel can’t be turned off.
Command line
Section titled “Command line”Pictures are rendered in the editor; commandlets skip them unless they run with -AllowCommandletRendering (and without -NullRHI), and then picture static meshes only. Skeletal meshes get pictures in the editor. A commandlet run says so in its log, for example “LOD pictures: 3 skeletal meshes are left out. Commandlets picture static meshes only; skeletal meshes are pictured in the editor.”, and in the report’s LOD pictures section: “Skeletal meshes get pictures in the editor only, not in a commandlet run.” -NoPictures leaves the pictures out of the report in any case.
UnrealEditor-Cmd.exe "C:\Path\MyGame.uproject" -run=TALODTailor -Report=Docs/LODReport -AllowCommandletRendering -unattended -nop4 -nosplashPython
Section titled “Python”import unreal
tailor = unreal.get_editor_subsystem(unreal.TALODTailorSubsystem)mesh = unreal.load_asset("/Game/Props/SM_Barrel_LODs")
if tailor.can_render_lod_pictures(): files = tailor.save_lod_pictures(mesh, "Saved/LODPictures", 256) print(files)save_lod_pictures(mesh, folder, size=160) renders every LOD of a static or skeletal mesh into JPEG files named after the mesh, for example SM_Barrel_LODs_1a2b3c4d_LOD0.jpg, and returns them in LOD order. A relative folder starts at the project folder, and the size is limited to 32 to 1024 pixels. Like the report, it waits for mesh builds and shaders first. can_render_lod_pictures() is False without a graphics device. In a commandlet it pictures static meshes only.
For the report, the export options lod_pictures, max_picture_meshes and picture_size (64 to 512) control the pictures, and the export result’s lod_pictures counts them. See Python.