Shared settings and folder rules
By default LOD Tailor’s settings live in Project Settings > Plugins > ta LOD Tailor, which writes them to Config/DefaultEditor.ini. The targets, LOD presets and folder rules can also live in a ta LOD Tailor Settings asset that you check in with your content, and they can move to another project as a JSON file.
The settings asset
Section titled “The settings asset”A settings asset holds:
- Targets: Profiles, Reference Field Of View and Reference Aspect Ratio. See Targets and readiness.
- LOD Presets: Presets. See Settings.
- Folder Rules: see Folder rules below.
When Settings Asset in Project Settings > Plugins > ta LOD Tailor > Shared Settings points to an asset, the panel, Data Validation, the commandlet and Python use the asset’s targets, presets and folder rules instead of the ones in Project Settings. Everything else (Scope, Checks, Reimport and Files) stays in Project Settings. The panel header says “Using the settings asset DA_LODTailorSettings” while a project uses one.
Create one
Section titled “Create one”Open the Settings menu (the gear icon in the panel header) and choose Create a settings asset. LOD Tailor copies the targets, presets and folder rules in use into a new asset, /Game/LODTailor/DA_LODTailorSettings (with a number added when the name is taken), saves it, sets it in Project Settings and shows it in the Content Browser. The status line says “Created DA_LODTailorSettings and set it in Project Settings.”
You can also create a Data Asset of the class ta LOD Tailor Settings in the Content Browser. It starts with the default targets and presets and no folder rules; pick it under Settings Asset to use it.
Edit, share and stop using it
Section titled “Edit, share and stop using it”| Settings menu entry | What it does |
|---|---|
| Edit DA_LODTailorSettings | Opens the asset. Change the targets, presets and folder rules there and save it. Check the asset in so the team uses the same settings. |
| Use Project Settings instead | Clears Settings Asset: the project uses Project Settings again. The asset stays. |
After Use Project Settings instead and Create a settings asset, the panel scans again with the new settings. Changes you make in the asset or in Project Settings take effect with the next scan.
Export and import settings
Section titled “Export and import settings”The Other projects part of the Settings menu moves settings between projects:
| Entry | What it does |
|---|---|
| Export settings… | Writes the targets, presets, folder rules and reference camera in use to a JSON file, by default LODTailorSettings.json in the project’s Saved folder. |
| Import settings… | Reads such a file and replaces the targets, presets, folder rules and reference camera of the settings asset in use, or of Project Settings when the project uses none. Then the panel scans again. |
A file that is not a ta LOD Tailor settings file is refused with “Not a ta LOD Tailor settings file.” An import into a settings asset changes the asset; save it to keep the change. Both are listed in the Log.
Folder rules
Section titled “Folder rules”A folder rule gives the meshes in a content folder their own preset: rocks get a rock preset, characters a crowd preset, props from a Fab pack a hybrid Nanite setup. Add the rules under Folder Rules in Project Settings, or in your settings asset.
| Field | Default | Meaning |
|---|---|---|
| Enabled | On | Rules that are off are ignored. |
| Path | Empty | A content folder such as /Game/Props, which covers the folder and its subfolders, or a wildcard on the mesh’s path such as /Game/Env*Rock* (* any text, ? one character). Not case-sensitive. |
| Meshes | Any mesh | Any mesh, Static meshes or Skeletal meshes: the meshes the rule is for. |
| Preset | Empty | The name of the LOD preset for the matching meshes. |
| Nanite Mode | Off, Keep Nanite | Tick it to use the rule’s own Nanite mode (Skip, Keep Nanite or Disable Nanite) instead of the run’s. Imports often turn Nanite on. |
| Apply On Import | Off | Apply the preset when a new matching mesh is imported. An import over an existing mesh leaves its LODs as they are. See On import. |
The first rule in the list that covers a mesh wins. If that rule names a preset that doesn’t exist, the mesh gets the recipe of the run.
For example:
| Path | Meshes | Preset | Nanite Mode |
|---|---|---|---|
/Game/Characters/Crowd |
Skeletal meshes | Characters (mobile and VR) | |
/Game/Env*Rock* |
Static meshes | Mobile aggressive | Keep Nanite |
/Game/Props/Small |
Any mesh | Small props |
In batch runs
Section titled “In batch runs”On the Batch LODs page, Use the folder rules (N) under Meshes to change is on by default when there are rules; hover its question mark to see them as “folder → preset”. A matching mesh gets the rule’s preset instead of the recipe, and the rule’s Nanite mode when the rule sets one; untick it to use the picked preset for every mesh. The preview’s note ends with the rule, for example 3 LODs from "Small props" (folder rule /Game/Props/Small), and Export preview lists the rule of every mesh. All other options come from the page.
The commandlet uses the rules too; -NoFolderRules turns them off. In Python, set use_folder_rules of the batch options.
On import
Section titled “On import”With Apply On Import, a new mesh that matches the rule gets the rule’s preset right after the import, with a backup first, so Restore last backup undoes it like any batch run. The other options are the defaults of the Batch LODs page (Nanite meshes: Skip Nanite meshes, unless the rule sets a Nanite mode). The mesh is not saved: save it with the rest of the import.
Only new meshes get the rule: a reimport, or an import over a mesh that already exists, leaves its LODs as they are. The Log lists every rule applied on import, for example “Folder rule /Game/Props/Small: applied “Small props” to the imported SM_Mug_01.”