Settings
Open Edit > Project Settings > Plugins > ta LOD Tailor, or choose Settings > Project Settings in the LOD Tailor panel.
The settings are stored in your project’s Config/DefaultEditor.ini, so the whole team shares them through source control. When the project uses a settings asset, the targets, LOD presets and folder rules come from that asset instead; see Shared settings and folder rules. The panel, Data Validation, the TALODTailor commandlet and the Python API all use the same settings. Changes to targets and checks take effect with the next scan.
Shared Settings
Section titled “Shared Settings”| Setting | Default | Description |
|---|---|---|
| Settings Asset | None | A ta LOD Tailor Settings asset with the targets, LOD presets and folder rules your team shares. When set, it is used instead of Targets, LOD Presets and Folder Rules below. |
| Setting | Default | Description |
|---|---|---|
| Included Paths | /Game |
Folders scanned by Scan project, by the commandlet when you don’t pass -Paths and by scan_project in Python. Data Validation only checks meshes in these folders. |
| Excluded Paths | Empty | Folders that are never scanned or changed. |
Paths are package paths such as /Game/Props. A path includes all of its subfolders, and matching is case-insensitive.
Excluded Paths apply to every scan: Scan project, Scan selection, the Content Browser entries, the commandlet (also with -Paths), the Python scans and Data Validation. Meshes you select directly are skipped too when they are in an excluded folder. World Partition one-file-per-actor folders (__ExternalActors__ and __ExternalObjects__) are always skipped.
Targets
Section titled “Targets”| Setting | Default | Description |
|---|---|---|
| Profiles | PC, Steam Deck, Switch 2, Meta Quest, Mobile (Mobile turned off) | The devices you ship on. Each has a triangle budget per static mesh and per skeletal mesh, a camera for switch distances in metres and an optional platform key that its screen sizes and Min LOD are written to. See Targets and readiness for every value. |
| Reference Field Of View | 90 |
Horizontal field of view in degrees of the reference camera that preset distances and default screen sizes use, from 20 to 170. |
| Reference Aspect Ratio | 1.7778 |
Width divided by height of the reference screen, from 0.3 to 4.0. |
Each entry of Profiles has Name, Enabled, Device, Platform, Nanite, Max Triangles, Require LODs Above, Max Skeletal Triangles, Require Skeletal LODs Above, Distance Scale, Field Of View, Aspect Ratio and Min LOD. The defaults of the five preset targets are listed in Default targets, the defaults and ranges of a new entry in Target settings.
LOD Presets
Section titled “LOD Presets”| Setting | Default | Description |
|---|---|---|
| Presets | Standard, Small props, Hero / large, Mobile aggressive, Characters, Characters (mobile and VR) | LOD chains for the Batch LODs page, the folder rules and the commandlet’s -Preset and -SkeletalPreset. See Default presets. |
Each preset has:
| Field | Description |
|---|---|
| Name | Shown in the panel’s drop-down and used by -Preset, -SkeletalPreset, folder rules and make_apply_options. |
| Description | Shown under the name in the drop-down. |
| Used For | Static meshes (the default for a new preset), Skeletal meshes or Any mesh: which recipe drop-down offers the preset. Presets saved by LOD Tailor 1.0 have no Used For and count as static mesh presets. |
| LODs | LOD 1 and up. LOD 0 is always the imported mesh. Each LOD has Percent Triangles, the share of the full mesh’s triangles it keeps as a fraction from 0.005 to 1.0 (0.5 = half; the panel shows it as a percentage), Distance, where it takes over in metres for a mesh at scale 1 on the reference camera (at least 0.1), and Max Bone Influences, the most bones that may move one vertex on that LOD of a skeletal mesh (0 to 12; 0 keeps the mesh’s setting). |
| Auto Screen Size | Let Unreal compute the screen sizes instead of using the distances. Static meshes only; off in all default presets. |
The first preset for static meshes is the one the panel starts with and the one the commandlet uses without -Preset; the first preset for skeletal meshes is the same for skeletal meshes and -SkeletalPreset. The built-in Characters and Characters (mobile and VR) are always offered for skeletal meshes, after your own skeletal presets, in the panel, the commandlet and Python, unless one of your presets has the same name: then yours replaces it. The panel reads the list of presets when it opens; reopen the panel tab to see presets you added or renamed.
Folder Rules
Section titled “Folder Rules”| Setting | Default | Description |
|---|---|---|
| Folder Rules | Empty | Content folders that get their own preset, in batch runs and optionally when new meshes are imported. The first match wins. |
Each rule has Enabled, Path, Meshes, Preset, Nanite Mode (with the check box that turns it on) and Apply On Import. See Folder rules.
Checks
Section titled “Checks”| Setting | Default | Description |
|---|---|---|
| Weak Reduction Ratio | 0.85 |
A LOD with more than this share of the previous LOD’s triangles barely helps and is reported by Weak reduction. From 0.5 to 1.0. |
| Nanite Candidate Triangles | 20000 |
Static meshes with at least this many triangles and no translucent material are Nanite candidates on targets with Nanite: their Nanite or LODs verdict is Consider Nanite. At least 1000. |
| Run During Data Validation | Enabled | Run the checks as part of Data Validation (Validate Assets, validate on save, changelist validation). See Data Validation. |
| Min Validation Severity | Warning | Findings below this severity are not reported by Data Validation: Info, Warning or Error. |
Reimport
Section titled “Reimport”| Setting | Default | Description |
|---|---|---|
| Protect Imported LODs on Reimport | Ask | What happens when a reimport removes hand-made (imported) LODs: Ask in a notification whether to put them back, Restore them right away, or do nothing (Off). Putting them back can be undone with Ctrl+Z. See Reimport protection. |
| Setting | Default | Description |
|---|---|---|
| Report Directory | Saved/LODTailor/Reports |
Where reports and exported batch previews are written. Relative paths start at the project folder. |
| Backup Directory | Saved/LODTailor/Backups |
Where batch runs keep the old settings of the meshes they change. Relative paths start at the project folder. Restore last backup looks for the newest backup here. See Backups. |
| Open Report After Export | Enabled | Open the HTML file in the browser after Export report or Export preview in the panel. |
| LOD Pictures in the Report | Enabled | The HTML report shows a picture of every LOD side by side, for the meshes with LODs and the most triangles. See LOD pictures. |
| Max Picture Meshes | 50 |
How many meshes get LOD pictures in the report, from 1 to 1000. Available while LOD Pictures in the Report is on. |
An empty Report Directory or Backup Directory uses the default folder.
Config file
Section titled “Config file”Settings you change in Project Settings are written to the [/Script/TALODTailor.TALODTailorSettings] section of Config/DefaultEditor.ini. Simple values look like this:
[/Script/TALODTailor.TALODTailorSettings]SettingsAsset=/Game/LODTailor/DA_LODTailorSettings.DA_LODTailorSettingsReportDirectory=Docs/LODReportBackupDirectory=Saved/LODTailor/BackupsbOpenReportAfterExport=FalseWeakReductionRatio=0.8MinValidationSeverity=InfoReimportProtection=RestoreMaxPictureMeshes=20ReferenceFieldOfView=90.000000The keys in the file are the property names of the settings:
| Setting | Key |
|---|---|
| Settings Asset | SettingsAsset |
| Included Paths, Excluded Paths | IncludedPaths, ExcludedPaths |
| Profiles | Profiles |
| Reference Field Of View, Reference Aspect Ratio | ReferenceFieldOfView, ReferenceAspectRatio |
| Presets | Presets |
| Folder Rules | FolderRules |
| Weak Reduction Ratio | WeakReductionRatio |
| Nanite Candidate Triangles | NaniteCandidateTriangles |
| Run During Data Validation, Min Validation Severity | bRunDuringDataValidation, MinValidationSeverity |
| Protect Imported LODs on Reimport | ReimportProtection |
| Report Directory, Backup Directory | ReportDirectory, BackupDirectory |
| Open Report After Export | bOpenReportAfterExport |
| LOD Pictures in the Report, Max Picture Meshes | bReportLODPictures, MaxPictureMeshes |
Edit the lists (Included Paths, Excluded Paths, Profiles, Presets and Folder Rules) in Project Settings rather than by hand.