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Optimization

LODs & collisions

Author a manual LOD chain or generate helper LODs and Unreal collision meshes from the selected structure.

LOD0–LOD7

LOD0 is the required highest-detail mesh. Add lower-detail geometry to LOD1–LOD7 in order. A populated LOD3 with an empty LOD2 fails validation because the chain has a gap.

Each populated LOD collection stores an Unreal screen-size value. The supplied defaults begin at 1.0 for LOD0 and decrease through the chain.

LOD helper tools

ToolResult
Auto LODCopies LOD0 objects through the chosen target LOD and adds Decimate modifiers toward the target face count.
Bounding Box LODReplaces the chosen target LOD with simplified box geometry.
Convex Hull LODGenerates a convex-hull approximation with optional voxel remesh, subdivision, inflate, shrinkwrap, decimation, and merge controls.
Create ImposterCreates an imposter in the chosen LOD with configurable texture resolution and optional normal baking.
LOD Screensize HelperRuns a live camera-based preview, captures current screen sizes, and distributes values through an editable curve.

Simple collision

TypeUse
UBXBox collision generated around the selected geometry. The active generated box exposes positive and negative X/Y/Z extension controls.
UCPCapsule collision with thickness plus top and bottom extension.
USPSphere collision.
UCXConvex-hull collision generated from selected geometry.

The generated objects are placed into their matching collision collections and renamed for Unreal’s FBX collision naming convention during export.

Complex collision

Complex Collision starts from the selected geometry, creates a hull, optionally voxel-remeshes and subdivides it, inflates it, shrinkwraps it back to the source, decimates, merges, and runs a final shrinkwrap.

It is exported to a separate _ComplexCollision.fbx. Unreal imports that mesh and assigns it to the completed Static Mesh after the main FBX import.