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
| Tool | Result |
|---|---|
| Auto LOD | Copies LOD0 objects through the chosen target LOD and adds Decimate modifiers toward the target face count. |
| Bounding Box LOD | Replaces the chosen target LOD with simplified box geometry. |
| Convex Hull LOD | Generates a convex-hull approximation with optional voxel remesh, subdivision, inflate, shrinkwrap, decimation, and merge controls. |
| Create Imposter | Creates an imposter in the chosen LOD with configurable texture resolution and optional normal baking. |
| LOD Screensize Helper | Runs a live camera-based preview, captures current screen sizes, and distributes values through an editable curve. |
Simple collision
| Type | Use |
|---|---|
| UBX | Box collision generated around the selected geometry. The active generated box exposes positive and negative X/Y/Z extension controls. |
| UCP | Capsule collision with thickness plus top and bottom extension. |
| USP | Sphere collision. |
| UCX | Convex-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.