EQLabs Pro
122 editor tools for Unreal Engine.
- 122 tools in 7 drawers
- 1 Hub to open them
- C++ editor modules, full source
EQLabs · Unreal Engine 5.4 — 5.8
122 editor tools for Unreal Engine, and the Labs built from them, made and tested by one technical artist. Pick one and read how it works.
Drag the mark to turn it
60 Voronoi pieces played backwards, so they lock into the mark. One bone per piece, Bone VAT.
Simulated in Houdini, baked once with SideFX Labs VAT and played here live. The same bake plays in Unreal through VAT Suite.
Pivot Painter wind and vertex animation textures, played live in your browser by the same kind of shader the engine runs. Switch the view mode to see what the tools bake.
Monarch, a 2,707-element game tree, in Pivot Painter wind. Every branch and leaf card rotates about its own baked pivot and carries its children with it. The hierarchy lives in two small data textures; all the motion is vertex shader. Pivot Painter Lab bakes trees like this inside Unreal.
Wisp, a 36-element test tree: its leaves are clustered cards, so each cluster sways as one element. Its file ships no colour textures, so it renders in flat colours. Pivot Painter Lab bakes trees like this inside Unreal.
A procedural fern: 395 elements, solved by the same pipeline as an uploaded tree, with its crown pinned as the root. One wind drives it and the tree, so the controls are shared. Pivot Painter Lab does this bake in Unreal.
Blue Soldier (Quaternius, CC0) baked to Bone VAT: 23 joints × 330 frames, 7 clips, in two float textures. No skeleton or animation mixer runs; the vertex shader reads each joint per frame. VAT Management Suite creates and imports VATs in Unreal.
The same walk baked to Vertex VAT: all 5,542 vertices stored at each of 38 frames, 2.9 MB for one clip where the Bone kit carries 7 clips in 0.6 MB. Vertex mode needs no joints, which is why it suits cloth and simulations. VAT Management Suite creates and imports VATs in Unreal.
Our procedural test biped: 52 joints and a 36-frame walk, baked to Bone VAT through the same pipeline as the soldier. VAT Management Suite creates and imports VATs in Unreal.
Each vertex coloured by the joints it follows, blended by weight. A Bone kit keeps four joints and weights per vertex; the joints’ motion lives in the textures.
The triangles the GPU draws. Every vertex is placed by the vertex shader from the baked textures.
One draw call per material, however many characters: each instance carries its own clip, time offset and speed in an instanced attribute, so the CPU updates one number per frame. VAT Management Suite bakes characters for crowds like this in Unreal.
Every character is a position, a heading and a state. Soft steering turns it away from neighbours and obstacles, then hard constraints keep bodies apart and out of the crates. They walk between the rings, some run, and a jam makes them wait. Click the ground to call the ones nearby. One draw call per material: each instance carries its own clip, time offset and speed. VAT Management Suite bakes characters for crowds like this in Unreal.
Each character tinted by where its own playhead is in its clip, as in EQ VAT Lab’s crowd demo. Neighbours differ because every instance runs its own clock.
Which clip each character plays. All of them come from one pair of textures.
One colour per element: each is a rigid piece that rotates about its own pivot. The solver split the mesh into these pieces; the count is in the toolbar.
The wind level baked into each element picks its strength and speed. Leaves add their own flutter on top.
Parent hops from the root. A leaf moves with its own sway on top of its twig’s, its branch’s and the trunk’s.
Every element’s pivot, linked to its parent’s. The points are moved by the same vertex shader as the mesh, so they ride their branches.
One colour per element: each is a rigid piece that rotates about its own pivot. The solver split the mesh into these pieces; the count is in the toolbar.
The wind level baked into each element picks its strength and speed. Leaves add their own flutter on top.
Parent hops from the root. A leaf moves with its own sway on top of its twig’s, its branch’s and the trunk’s.
Every element’s pivot, linked to its parent’s. The points are moved by the same vertex shader as the mesh, so they ride their branches.
Soldier: Quaternius, CC0.
Drag across the map or the surface, in the direction the water should run. The surface reads the map the way a game shader does: two copies of the texture scrolling half a cycle apart. It is the map EQSynth Lab and Flow Map Studio write.
Screen recordings from Unreal Engine. Pick a tool to watch it work.
No. 076Light PainterDE DesignUE 5.4 — 5.8
Point, spot and rect lights placed on the surface under the cursor, then mirrored, painted in an evenly spaced row, and laid out as a line and a grid. Open the manual
No. 122Painting LabLB LabsUE 5.4 — 5.8
Paint onto a sculpture, turn it, paint the far side, then export the texture and see it back in the level. Open the manual
No. 048Fluid LabAR ArtUE 5.4 — 5.8
A river drawn along a spline, crates that float and settle, and a character leaving foam where it walks. Open the manual
LabPivot Painter LabStandalone LabUE 5.4 — 5.8
A static tree split into a hierarchy, a pivot computed for every piece, then baked: the source stands still while the baked copy moves in the wind. Open the manual
No. 093Vertex SnapDE DesignUE 5.4 — 5.8
Ctrl-click a corner on the piece you are moving, Ctrl-click a corner on the target, and it lands exactly there. Alt-click places a copy instead. Open the manual
No. 069Blockout LabDE DesignUE 5.4 — 5.8
A plan drawn in 2D stands up in 3D as you draw, then builds into the level: 9 actors from 9 plan elements. Open the manual
No. 038VAT SuiteTE TechUE 5.4 — 5.8
A running mannequin baked to two textures and played back on a static mesh, beside its source. Open the manual
Every tool in EQLabs Pro, in seven drawers, each with its own number. Every one opens from the Hub in its own dockable tab.
The EQLabs tools. Pro carries all 122; the Labs are the biggest of them, also sold on their own.
122 editor tools for Unreal Engine.
Paint on the mesh, inside Unreal.
Plan-view level blockout with 26 element types.
8 vertex animation texture types in one wizard.
In-engine Pivot Painter 1 + 2 baker.
CelShaderFX and three tool bundles, made for the Unity Asset Store and signed with the same marks.
Shader · Built-In · URP · HDRP
Cel shading, outlines and painterly looks as one post-process effect. 37 presets, and no shader code to write.
Editor tooling for technical artists: texture and data generators, QA and pipeline intelligence, and material tools.
Texture, material and look-development tools for art and VFX: atlases, trim sheets, palettes, turntables and material variants.
Animation QC and modeling tools: contact solving, retargeting, root motion, clearance scanning, kitbash checks and spline meshes.
Painting Lab, Blockout Lab, VAT Suite and Pivot Painter Lab are on Unity too. Their cards in The line carry a Unity row.
All 122 EQLabs Pro tools, searchable by name, drawer or what they do. Press / from anywhere on the page.
Every product carries the same four hallmarks, printed from its release data. A mark with no record behind it shows a dash.
Maker. Who made it. The EQ datum means one maker designed, wrote and tested this. It sits on every EQLabs product, from Pro to a single effects pack.
Standard. What it was built for: the engine and its versions, read from the release data. For EQLabs Pro, Unreal Engine 5.4 to 5.8.
Assay. How many of those engine versions built clean and passed the release checks. 5/5 means every version in the matrix. With no matrix, the mark shows a dash, never a guess.
Version. The release you are looking at.
Indie tech artist for indie tech artists. I built this for myself, sharing it with you.
Ibrahim Afara, technical artist, Stockholm. More about me at iafara.me