Mesh Intelligence Dashboard
Mesh Intelligence Dashboard
Section titled “Mesh Intelligence Dashboard”Module: Modeling · Category: Stats · Tool ID:
MeshIntelligenceDashboard
A three-tab dashboard for static mesh analysis. Stats profiles every static mesh in the project (tri counts, vertices, bounds, materials, Nanite, collision) with sorting and CSV export. Batching audits placed meshes for instancing opportunities and draw-call savings. Pivot flags off-center / underground / floating pivots and bakes them to standard presets.

When to use it
Section titled “When to use it”- Performance pass — find your highest-poly meshes, your highest-draw-call placements, your worst pivot offenders, all without leaving the editor
- Inheriting a project — get an objective view of mesh budgets across the content
- Pre-cook validation — confirm no surprise multi-million-tri assets, no meshes missing collision, no pivots stuck at world origin
- Design feedback loop —
Export CSVlets you slice the data in a spreadsheet for the team
When not to use it
Section titled “When not to use it”- Don’t use this to fix individual meshes — the Stats tab is read-only; per-mesh fixes happen in the Static Mesh editor
- Don’t use this for skeletal meshes — it’s static-mesh focused; skeletal physics lives in Physics & Collision Studio
Opening the tool
Section titled “Opening the tool”- Open the EQLabs Hub and search for
Mesh Intelligence(or browse to Modeling → Stats) - Click the tool card
- Use the tab bar to switch between Stats, Batching, and Pivot
Tab 1 — Mesh Statistics Dashboard
Section titled “Tab 1 — Mesh Statistics Dashboard”Project-wide static mesh stats. Sortable, filterable, exportable.
Interface
Section titled “Interface”| Section | What it does |
|---|---|
| Scan Path | Folder to recursively scan. Default /Game. |
| Search box | Filter by mesh name. |
| Min Triangles filter | Hide meshes below this triangle count. |
| Scan Meshes button | Walks every Static Mesh under the path. |
| Export CSV | Saves the full result set to a CSV file. |
| Copy | Plain-text dump to clipboard. |
| Summary | Total meshes, total tris, average tris. |
| Results list | Per-mesh row, sortable by clicking any column. |
Columns
Section titled “Columns”| Column | What it shows |
|---|---|
| Name | Asset name |
| Triangles | Total triangles at LOD0 |
| Vertices | Total vertices at LOD0 |
| LODs | LOD count |
| Material Slots | Material slot count |
| Bounds | Bounding box dimensions |
| Nanite | Whether Nanite is enabled |
| Collision | Whether the mesh has collision data |

Workflow
Section titled “Workflow”- Pick a scan path, click Scan Meshes
- Click any column header to sort (default sort is Triangles descending)
- Use the search box and Min Triangles filter to narrow
- Export CSV if you want to dig in a spreadsheet
Tab 2 — Static Mesh Batch Auditor
Section titled “Tab 2 — Static Mesh Batch Auditor”Looks at placed meshes in the level (not assets), groups by mesh, and surfaces instancing opportunities.
Interface
Section titled “Interface”| Section | What it does |
|---|---|
| Search box | Filter by mesh name. |
| Candidates Only checkbox | Hide meshes that are already instanced or placed only once. |
| Scan Level | Walks every static mesh actor in the active level. |
| Copy | Clipboard dump. |
| Summary | Unique meshes, total placements, estimated draw calls, batchable mesh count. |
| Results list | Per-mesh row with severity coding. |
Columns
Section titled “Columns”| Column | What it shows |
|---|---|
| Mesh | Asset name |
| Placements | How many actors of this mesh exist in the level |
| Material Slots | Material slot count (each slot = a draw call per instance) |
| Estimated DC | Placements × Material Slots |
| Triangles | Source mesh tri count |
| Status | Good (instanced or single) / Info (batchable) / Warning (>3 material slots) |
| Suggestion | Short text — e.g., “Convert to ISMC for 38-DC saving” |
Workflow
Section titled “Workflow”- Open the level you want to audit
- Click Scan Level
- Toggle Candidates Only to focus on meshes worth converting
- Sort by Estimated DC descending — top entries are your highest-value optimization targets
Tab 3 — Pivot Point Auditor
Section titled “Tab 3 — Pivot Point Auditor”Catches pivot misalignments — a common import problem that breaks placement workflows.
Interface
Section titled “Interface”| Section | What it does |
|---|---|
| Scan Path | Folder to scan. |
| Offset Threshold (cm) | Flag pivots farther than this from the mesh’s bounds center. Default 100. |
| Scan | Walks every Static Mesh under the path, computes pivot offset from bounds center. |
| Copy | Clipboard dump. |
| Results list | Per-mesh row showing offset distance, underground/floating flags, severity. |
| Pivot Baking section | Pivot preset combo + custom offset + alignment + Bake Selected / Bake Direct Mesh buttons. |
Issue types
Section titled “Issue types”| Flag | Meaning |
|---|---|
| Off-Center | Pivot is far from the bounds center (per Offset Threshold) |
| Underground | Pivot is below the bottom of the mesh’s bounds |
| Floating | Pivot is above the top of the mesh’s bounds |
| At Origin | Pivot is at (0,0,0) while bounds are far from origin — usually a broken import |
Pivot presets
Section titled “Pivot presets”| Preset | Where the pivot lands |
|---|---|
| Center | Bounds center |
| Bottom | Center of the bottom face of bounds |
| Top | Center of the top face |
| Front / Back / Left / Right | Center of the corresponding bounds face |
| Custom | The custom XYZ offset you specify |

Workflow
Section titled “Workflow”- Pick a scan path, set the offset threshold, click Scan
- Walk the issues — single-click to ping in Content Browser, double-click to open mesh editor
- To fix: select the offending rows in the list, pick a preset (typically Bottom for props, Center for hero meshes), click Bake Selected Pivots
- Or bake a single arbitrary mesh: drop it into the Direct Bake Mesh field and click Bake Direct Mesh
Settings reference
Section titled “Settings reference”Stats tab
Section titled “Stats tab”| Field | What it does | Default |
|---|---|---|
| Scan Path | Folder to scan | /Game |
| Name Filter | Substring filter | empty |
| Min Triangles | Hide meshes below this tri count | 0 |
| Sort Column | Column to sort by | Triangles |
| Sort Direction | Ascending / Descending | Descending |
Batching tab
Section titled “Batching tab”| Field | What it does | Default |
|---|---|---|
| Name Filter | Substring filter | empty |
| Candidates Only | Hide non-batchable meshes | false |
Pivot tab
Section titled “Pivot tab”| Field | What it does | Default |
|---|---|---|
| Scan Path | Folder to scan | /Game |
| Offset Threshold (cm) | Distance from bounds center to flag | 100 |
| Pivot Preset | Where to bake the pivot | Center |
| Custom Offset (XYZ) | Used when preset = Custom | (0,0,0) |
Settings are persisted per project at
[Project]/Saved/EQLabs/Settings/MeshIntelligenceDashboard.json.
Output
Section titled “Output”- In-panel results — three independent lists, cleared on each re-scan of the relevant tab
- CSV export — Stats tab only, full result set written to a file via the platform’s save dialog
- Pivot baking — modifies the source Static Mesh asset directly. Mark dirty until Save All.
- Undo — pivot bakes are wrapped in
ScopedTransaction.Ctrl+Zreverts. - Clipboard — every tab has a Copy button for plain-text export
Tips & gotchas
Section titled “Tips & gotchas”- Stats tab counts LOD0 only — the triangle and vertex counts reflect LOD0. For full storage costs across LODs, look at the asset directly in the Static Mesh editor.
- Batching tab uses a heuristic for draw calls —
Placements × Material Slotsis an estimate; actual draw calls are affected by view culling, instanced static mesh state, and engine batching. Use it for relative prioritization. - A mesh at world origin with bounds elsewhere is usually broken — this is the classic “DCC export from an offset asset” issue. Bake the pivot to Center or re-export.
- Pivot bake is destructive — it modifies the source mesh. If multiple actors reference the mesh, all of them shift to compensate. Confirm in a test scene first.
- Single-click pings the asset in the Content Browser; double-click opens the Static Mesh editor.
Related tools
Section titled “Related tools”- LOD & Nanite Studio — when high-tri meshes need LODs or Nanite
- Physics & Collision Studio — collision-side analysis when the Stats tab flags meshes without collision
- Modular Kit Auditor — kit-placement validation; complements the Batching tab’s instancing analysis
- Project Doctor Suite (Tech module) — broader project audit including textures, blueprints, build settings
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