$9.99 Personalv1.1.0Live on Fab ↗

Fit your LODs to every platform.

See which static and skeletal meshes are over the triangle budget of Steam Deck, Switch 2, Meta Quest or mobile, which need LODs, and whether Nanite or LODs fit each platform. Then build LOD chains in batch with switch distances in metres and fewer draw calls far away, preview every change and undo it from a backup.

Engine
UE 5.0 – 5.8
Meshes
Static and skeletal
Targets
PC · Steam Deck · Switch 2 · Meta Quest · Mobile
Type
C++ editor plugin, source included
License
$9.99 Personal · $29.99 Professional

Interactive demo with the plugin's real 1.1 scan of its test project. Pick a target and a mesh, check the findings, then go to Batch LODs: preview, apply, restore.

Targets

Targets instead of guesswork.

Every target has a triangle budget per mesh (and one per skeletal mesh), a count above which a mesh needs LODs, its own camera and the platform key its settings are written to. These are the defaults; change them or add your own in Project Settings or a shared settings asset.

TargetBudgetLODs aboveSkeletal budgetSkeletal LODs aboveNanitePlatform keyCameraDistance scale
PC300,00020,000100,00015,000OnNone90°1
Steam Deck100,0005,00050,0008,000OffLinux90°0.8
Switch 260,0003,00040,0006,000OffNone90°0.7
Meta Quest20,0001,00020,0003,000OffAndroid104° per eye0.6
Mobileoff by default15,0001,00015,0002,500OffMobile90°0.5

Steam Deck writes to Linux; set it to None if you ship the Windows build through Proton. Switch 2 needs its platform SDK for a key. Meta Quest writes to Android, which is why Mobile starts off.

Distances

Metres, not screen sizes.

Unreal switches LODs by screen size, which is a different distance for every mesh and every camera. You set metres; LOD Tailor works out the screen sizes for each mesh's size, so a pebble and a building switch at the same distance, and each target gets its own, scaled to how far you look on that device.

Props and architecture: four LODs out to 80 m. LOD 1: 50% at 15 m · LOD 2: 25% at 35 m · LOD 3: 10% at 80 m

PCdefault screen sizes
LOD 115 mLOD 235 mLOD 380 m
Steam DeckLinux · × 0.8
LOD 112 mLOD 228 mLOD 364 m
Switch 2default screen sizes
LOD 115 mLOD 235 mLOD 380 m
Meta QuestAndroid · × 0.6
LOD 19.0 mLOD 221 mLOD 348 m

LOD 0LOD 1LOD 2LOD 3

The real thing

The real panel, on a real project.

ta LOD Tailor 1.1 in Unreal Engine 5.8, on a trial project with 21 static and skeletal meshes.

ta LOD Tailor 1.1 Meshes page after a batch run: target chips with readiness rings, summary tiles, the 21 meshes of the trial project for Meta Quest and the LOD chain of the skeletal mesh SKM_Manny_Simple on every target
After a batch run, 90% of the 21 meshes are ready for Meta Quest. SKM_Manny_Simple, a skeletal mesh with 89 bones (9 unskinned), has four LODs; the chain shows where each takes over on every target.
Features

Everything between a mesh and a shipping LOD chain.

Readiness per target

One click on a target shows how many meshes are ready for it, the triangles it actually renders (its first loaded LOD), the budget used and where LOD 1 takes over on that device.

Skeletal meshes too

Characters and creatures get their own triangle budgets per target and their own presets with bone influences per LOD. The far LODs can drop the bones no vertex is skinned to.

LOD chains in batch

Standard, Small props, Hero / large, Mobile aggressive, Characters or your own recipe: triangle share and switch distance per LOD, for hundreds of meshes at once.

Nanite or LODs

A verdict per mesh and target, with the reason: Keep Nanite, Nanite + fallback LODs, Switch to LODs, Keep LODs or Consider Nanite, the Nanite data next to a LOD chain's memory, and the multi-material fallback risk.

Fewer draw calls far away

From a LOD you choose, sections with the same material merge, tiny sections drop, or the main material draws everything. The preview shows the draw calls per LOD before and after.

LOD pictures

Every LOD side by side from the same camera, with its triangles and draw calls, in the mesh details and in the HTML report.

Per-platform Min LOD

Fixed per target, or the first LOD within the target's triangle budget, so Meta Quest never loads the 57,000-triangle LOD 0.

Hand-made LODs stay, even on reimport

Imported LODs keep their geometry and only get screen sizes and platform settings. If a reimport drops them, LOD Tailor asks to put them back, or does it right away: one Ctrl+Z step.

Settings the team shares

Targets, presets and folder rules in a settings asset you check in, or as JSON between projects. A folder rule gives a folder its own preset, in batch runs and on import.

Preview, apply, restore

Preview shows every mesh's new LOD count, triangles, draw calls and Min LOD before anything changes; untick what you want to leave out. Apply backs up first; one click restores.

Reports, CI and Python

HTML (sortable, light and dark), CSV and JSON. The commandlet fails the build on warnings or errors and can apply presets. Python and Blueprint for your pipeline; Data Validation runs the checks on save.

Checks

Eight checks, per target.

For static and skeletal meshes, in the panel, in Data Validation (Validate Assets and on save) and in the commandlet. Each finding lists the targets it applies to.

CheckWhat it findsSeverity
Over budget
OverBudget
The triangles a target renders (its first loaded LOD) are above its budget; skeletal meshes have their own budgets.Warning
No LODs
NoLODs
A mesh without reduced LODs is above the target's "Require LODs Above" count.Warning
Nanite fallback
NaniteFallback
A Nanite mesh on a target without Nanite: only the fallback mesh is drawn, at every distance.Warning, Info with LODs
Nanite fallback materials
NaniteMaterials
Material sections of a multi-material Nanite mesh go missing on its fallback mesh or fallback LODs.Warning, Info as a check
Invalid Min LOD
InvalidMinLOD
Min LOD for a platform points past the last LOD.Error
Screen size order
ScreenSizeOrder
Screen sizes set by hand do not get smaller from LOD to LOD, so a LOD is never shown.Warning
Weak reduction
WeakReduction
A LOD keeps more than 85% of the previous LOD's triangles: memory without a gain.Info
No platform key
NoPlatformKey
A target without a platform key starts the mesh over its budget although a lighter LOD fits: only its key lets a batch run start it there.Info

Full checks reference

Live sample

A report the whole team can read.

The real HTML report LOD Tailor 1.1 exported from its test project: readiness per target, every mesh with its LOD chain, LOD pictures, Nanite or LODs and the findings, in one file. Sort, filter, and switch your system to dark mode.

Saved/LODTailor/Reports/lod_report.htmlOpen in a new tab

Also in the export: lod_report.csv and lod_report.json.

Automate

Budgets your build server enforces.

Run the commandlet on every build to catch a mesh that breaks a platform budget, or apply a preset to a whole folder from a script.

Command line docs
check_lods.bat
UnrealEditor-Cmd.exe MyGame.uproject -run=TALODTailor ^
  -Paths=/Game/Props+/Game/Env ^
  -FailOn=Warning

rem Static and skeletal presets, Nanite kept for PC, fewer draw calls far away:
UnrealEditor-Cmd.exe MyGame.uproject -run=TALODTailor ^
  -Paths=/Game -Apply -Preset=Standard -SkeletalPreset=Characters ^
  -Nanite=Keep -ReduceDrawCalls -DrawCallsFromLOD=2
Get LOD Tailor

$9.99 Personal. $29.99 Professional.

Sold on Fab under the Fab Standard License. Both licenses get the same plugin: every feature and the full C++ source, for Unreal Engine 5.0 – 5.8.

LOD Tailor is available on Fab now.

Personal$9.99

For individuals and companies with up to $100,000 in gross revenue in the last 12 months.

Professional$29.99

For companies with more than $100,000 in gross revenue in the last 12 months.

Get LOD Tailor on Fab

Need several seats or a studio agreement? Contact us.

FAQ

Questions, answered.

Still curious? Read the full FAQ or contact us.

How much does LOD Tailor cost?

The Fab Personal license is $9.99: individuals and companies with up to $100,000 in gross revenue in the last 12 months. Above that, the Professional license is $29.99. Both get the same plugin with every feature and the full C++ source.

My project uses Nanite. Why would I need LODs?

Nanite does not run everywhere: Steam Deck, Switch 2, standalone VR and mobile draw the Nanite fallback mesh instead, at every distance. LOD Tailor keeps Nanite for PC and adds a LOD chain for those platforms, or turns Nanite off if you prefer. Nanite or LODs tells you which, per mesh and per target.

Does it handle skeletal meshes?

Yes, since 1.1.0. Characters and creatures get their own triangle budgets per target and their own presets with bone influences per LOD, built with Unreal's skeletal mesh reduction. The far LODs can drop the bones no vertex is skinned to. Meshes driven by a LOD Settings asset are left to that asset.

Will it touch my hand-made LODs?

No. Meshes with imported LODs keep them and only get screen sizes and platform settings, unless you tick Replace imported LODs; then the mesh's package file is copied to the backup first. A reimport that drops them can put them back automatically.

How does it cut draw calls?

On the far LODs of static meshes, from a LOD you choose: sections with the same material become one, sections under a share of the triangles are dropped, and optionally the main material draws everything. Preview changes shows the draw calls per LOD before and after.

Can I undo a batch?

Yes. Every Apply writes a backup of the old LOD settings to Saved/LODTailor/Backups first. Restore last backup undoes the newest run, and clicking it again undoes the one before it, one run at a time.

Can the team share the settings?

Yes. Targets, presets and folder rules can live in a ta LOD Tailor Settings asset that you check in, or move between projects as a JSON file. Folder rules give a folder its own preset, in batch runs and optionally on import.

Which reduction does it use?

Unreal's built-in mesh reduction, the same as Number of LODs in the Static Mesh Editor and the skeletal mesh reduction. LOD Tailor decides how many LODs, how many triangles and where they switch, per platform.

Does it work on a build server?

Yes. The TALODTailor commandlet scans, writes HTML, CSV and JSON reports, can apply a preset and fails the build on warnings or errors with -FailOn.

Which engine versions are supported?

Unreal Engine 5.0 to 5.8, in the editor on Win64, Mac and Linux. Skeletal Nanite needs UE 5.5 or later; removing unskinned bones uses Unreal's bone reduction on UE 5.8.