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LOD & Nanite Studio

Module: Modeling · Category: LOD · Tool ID: LODNaniteStudio

A five-tab studio covering the full LOD-and-Nanite pipeline. LOD Analysis audits LOD chain quality. Nanite Mesh Validator flags meshes that should/shouldn’t have Nanite enabled. Nanite Readiness checks for material compatibility. Mobile Proxy estimates proxy requirements per platform profile. LOD Generator creates LODs in single or batch mode and generates HLOD configs.

Screenshot 01 — Hero shot — Studio open on the LOD Analysis tab with results visible, tab bar showing all 5 tabs.


  • Performance pass — find every high-poly mesh that’s missing LODs or missing Nanite, all in one place
  • Multi-platform shipping — get an objective view of what your assets cost on Mobile / Quest / Console targets
  • Pre-cook validation — meshes with Nanite enabled but using translucent / masked / WPO materials silently fall back to fallback meshes
  • New project setup — generate LOD chains in batch instead of asset-by-asset in the Static Mesh editor
  • Don’t use this for skeletal mesh LODs — focus is Static Meshes
  • Don’t expect this to replace per-mesh hand-tuned LODs — the LOD Generator is good for batch first-passes, not for hero assets

  1. Open the EQLabs Hub and search for LOD (or browse to Modeling → LOD)
  2. Click the tool card
  3. Use the tab bar to pick the analysis or operation you need

Project-wide audit of every static mesh’s LOD chain.

SectionWhat it does
Search boxFilter by mesh name
Problems Only checkboxHide healthy entries
Min Triangles ThresholdDon’t audit meshes below this triangle count (small meshes don’t need LODs)
ScanWalks every Static Mesh and computes per-LOD reduction and screen size
CopyPlain-text dump
SummaryTotal meshes / no-LOD count / Nanite count
Results listPer-mesh row, severity-coded

For each mesh: LOD count, LOD0 triangles, Nanite enabled flag, auto-LOD setting, full LOD chain with reduction percent and screen size per level.

SeverityMeaning
GoodLOD chain in good shape (or Nanite enabled and high-poly)
WarningHigh-tri mesh with no LODs, or LODs with poor reduction ratios (<30% reduction between consecutive LODs)
CriticalSevere issues — no LODs on a very high-poly mesh that isn’t Nanite-eligible

Screenshot 02 — LOD Analysis tab — Results list showing mixed severities, Suggestion column visible.


Per-mesh Nanite recommendation engine.

SectionWhat it doesDefault
Scan PathFolder to scan/Game
High-Poly ThresholdTri count above which Nanite is recommended10000
Low-Poly ThresholdTri count below which Nanite is not worth the overhead500
ScanWalks meshes and classifies each
Batch Enable NaniteEnables Nanite on all selected meshes flagged “Should Enable”
Batch Disable NaniteDisables Nanite on all selected meshes flagged “Should Disable”
CopyPlain-text dump
SummaryTotal / Nanite-enabled / Should-enable / Should-disable
StatusMeaning
OKNanite setting matches mesh complexity
Enable NaniteHigh-poly mesh that would benefit from Nanite
Disable NaniteVery low-poly mesh — Nanite overhead exceeds the gain
  1. Pick a scan path, click Scan
  2. Review the recommendations; select rows you trust to be batch-fixed
  3. Click Batch Enable Nanite or Batch Disable Nanite as appropriate
  4. Save All to persist

Material-side compatibility check. Nanite has hard requirements — translucent, masked, or WPO-using materials force fallback.

SectionWhat it doesDefault
Scan PathFolder to scan/Game
High-Poly ThresholdTri count for “should use Nanite” classification10000
Low-Poly ThresholdTri count below which Nanite isn’t worth it1000
ScanWalks meshes and inspects assigned materials
CopyPlain-text dump
SummaryReady / Needs Attention / Incompatible / Recommended counts
StateMeaning
ReadyNanite enabled and materials are all compatible
Needs AttentionNanite enabled but at least one material has WPO / translucency / masked usage
IncompatibleMesh would benefit from Nanite but materials make it incompatible
RecommendedHigh-poly mesh, materials are compatible — recommend enabling
  • WPO — World Position Offset usage in a material disables Nanite for that mesh
  • Translucency — translucent materials are not Nanite-eligible
  • Masked — masked materials work but with caveats; flagged for review

Screenshot 03 — Readiness Checker — Results list with mixed readiness states, including a "Needs Attention" row showing the WPO / translucent / masked flags.


Cross-platform proxy analysis. Pick a platform profile, see which meshes need proxies.

SectionWhat it does
Scan PathFolder to scan
Platform Profile comboPick the target — Mobile Low / Mobile High / Quest VR / Console
ScanAnalyzes Nanite meshes against the selected profile
CopyPlain-text dump
SummaryTotal Nanite meshes / proxies needed / tri budget used / over-material-limit
Results listPer-mesh row with target tri count, base LOD recommendation, status
ProfileMax TrianglesMax Material SlotsVertex Colors Required
Mobile Low5,000(configured)(configured)
Mobile High15,000(configured)(configured)
Quest VR10,000(configured)(configured)
Console50,000(configured)(configured)
StatusMeaning
GoodSource already fits within the platform’s budget
WarningNeeds a proxy; reduction is achievable
CriticalSource exceeds material slot limit, or vertex colors need baking

The tab tells you which existing LOD level would best serve as a base for the proxy and whether vertex colors need to be baked separately.


Generates LOD chains for single meshes or in batch. Includes an HLOD configuration section.

FieldWhat it doesDefault
Source MeshStatic Mesh to generate LODs for(empty)
Reduction PercentsLOD reduction targets, in order[50%, 25%, 12.5%]
Screen SizesScreen size thresholds per LOD[1.0, 0.5, 0.25, 0.125]
Generate LODs buttonBuilds the LOD chain on the source mesh

The Proposed Levels list previews predicted tri counts before commit.

FieldWhat it doesDefault
Batch Scan PathFolder to operate on/Game
Min TrianglesSkip meshes below this tri count1000
Skip NaniteSkip meshes that already have Nanite enabledtrue
Skip Existing LODsSkip meshes that already have LODstrue
Batch Generate LODs buttonWalks the path, generates LODs on every eligible mesh
FieldWhat it doesDefault
Enable HLODToggle HLOD config generationfalse
Cluster RadiusWorld-space radius for HLOD clustering5000 cm
Min Cluster SizeMinimum actor count to form a cluster5
Generate HLOD Config buttonBuilds an HLOD setup based on these params

Screenshot 04 — LOD Generator — LOD Gen tab with a source mesh picked, Proposed Levels list visible showing predicted tri counts.

  1. Drop a Static Mesh into the Source field
  2. Tweak Reduction Percents and Screen Sizes if needed (defaults are sensible)
  3. Confirm the Proposed Levels preview looks reasonable
  4. Click Generate LODs
  1. Set the Batch Scan Path
  2. Adjust Min Triangles to control which meshes are touched
  3. Leave Skip Nanite and Skip Existing LODs on unless you have a specific reason
  4. Click Batch Generate LODs — a progress dialog tracks the run
  5. Save All afterward

FieldDefault
Min Triangles Threshold5000
Problems Onlyfalse
FieldDefault
High-Poly Threshold10000
Low-Poly Threshold500
FieldDefault
High-Poly Threshold10000
Low-Poly Threshold1000
FieldDefault
Reduction Percents[50, 25, 12.5]
Screen Sizes[1.0, 0.5, 0.25, 0.125]
Batch Min Triangles1000
Skip Nanitetrue
Skip Existing LODstrue
FieldDefault
Enable HLODfalse
Cluster Radius5000 cm
Min Cluster Size5

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


  • In-place modifications — Batch Enable/Disable Nanite, single-mesh and batch LOD generation modify Static Mesh assets directly. Marked dirty until Save All.
  • Undo — Nanite toggles and LOD generation are wrapped in ScopedTransaction. Ctrl+Z reverts. Batch operations are a single undo step.
  • Clipboard — every tab has a Copy button
  • HLOD config — generated configuration is applied to the level’s HLOD setup

  • Nanite recommendation thresholds are heuristics — the defaults work for typical games. Tighten the High-Poly Threshold for mobile-first projects, loosen for film-quality archviz.
  • WPO disables Nanite silently — a Nanite mesh whose material uses WPO falls back at runtime with no warning. The Readiness Checker is the only signal you’ll get.
  • Batch LOD generation respects the safety toggles — Skip Nanite and Skip Existing LODs are on by default for a reason; only turn them off if you understand the implications.
  • HLOD config generation is a starting point, not a finished setup — you’ll typically need to tune cluster radius and inclusion rules in the World Settings afterward.
  • Mobile Proxy Generator is analysis-only — it tells you what proxies you’d need; actually generating them is the LOD Generator’s job (with low Reduction Percents) or a manual export.
  • Single-click pings the asset in the Content Browser; double-click opens the Static Mesh editor.


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