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HDRI / Cubemap Inspector

Module: Art · Category: Lookdev · Tool ID: HDRICubemapInspector

Project-wide audit of every TextureCube and HDR Texture2D asset. Surfaces resolution, format, memory cost per asset, and whether each is power-of-two. Flags cubemaps below a configurable minimum resolution — useful for catching reflection captures that were accidentally authored too small.

Screenshot 01 — Hero shot — Inspector open after a project-wide scan, results list showing both TextureCube and HDR Texture2D assets with resolution and memory size visible.


  • Lookdev audit — confirming all cubemaps and HDRIs are at appropriate resolution
  • Memory budget pass — finding oversized HDRIs on platforms where memory is tight
  • After importing third-party HDRI packs — checking for non-power-of-two surprises
  • Pre-cook validation — reflection captures need to be POT and a reasonable resolution
  • Don’t use this for runtime cubemap streaming — it’s asset-side analysis
  • Don’t expect this to render the cubemap — for that, double-click to open in the Texture editor

  1. Open the EQLabs Hub and search for HDRI or Cubemap (or browse to Art → Lookdev)
  2. Click the tool card
  3. Set scan path and minimum cubemap resolution
  4. Click Scan

SectionWhat it doesDefault
Scan PathFolder to recursively scan/Game
Min Cubemap ResCubemap resolution below which the asset is flagged256
Search boxFilter by asset nameempty
Scan buttonWalks the path, builds the entry list
Copy buttonPlain-text dump of visible results
SummaryTotal cubemaps / total HDRIs / issue count
Results listPer-asset row: name, type (TextureCube / Texture2D HDR), size X/Y, format, size MB, POT flag, issues, severity
SeverityIssue
ErrorSevere issues (corrupt asset, missing format)
WarningBelow minimum resolution, non-POT, unusual format
InfoJust informational — no action needed

Default /Game for the whole project. Narrow to a folder for a focused audit.

256 is a sensible minimum for most reflection captures. Drop to 128 if you have low-end targets, raise to 512+ for high-end reflection-heavy scenes.

Click Scan. Both TextureCube and HDR Texture2D assets appear in the same list.

Sort or filter to see flagged rows. Single-click pings the asset; double-click opens it in the Texture editor.


FieldWhat it doesDefault
Scan PathFolder to scan/Game
Min Cubemap ResResolution flag threshold256
SearchSubstring filterempty

Settings are persisted to [Project]/Saved/EQLabs/Settings/HDRICubemapInspector.json.


  • In-panel results — cleared on each rescan
  • ClipboardCopy button writes results as plain text
  • No edits — read-only audit

  • Non-POT HDRIs are not always wrong — UE handles non-POT HDRIs reasonably, but mipmap generation can be unpredictable. If quality matters, prefer POT.
  • HDR format (.hdr / .exr) imports as Texture2D in UE — this tool catches both TextureCube and bIsHDR Texture2D assets.
  • 256×256 reflection captures are visible as low-res in glossy materials — the Min Resolution flag is intentionally conservative; raise it for projects with hero reflections.
  • Single-click pings the asset; double-click opens the Texture editor.


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