Tools · v1.3.20 · early access

All 53 tools, named and counted.

Every one of these runs inside your editor as Python, against your open project. 3 are free. The rest come with a subscription, and the ones that write anything show you the change before they make it.

Audits · 6 tools

Find what's wrong before review does

  • audit lights — heavy radii, overlaps, movable shadow-casters, dead lights. Free.
  • audit textures — compression, sRGB, power-of-two sizes and LOD groups against your conventions. Free.
  • audit naming — asset prefixes checked against your rules, offenders listed. Free.
  • audit mesh LODs — static meshes stuck on a single LOD that should have a chain.
  • audit material params — Blueprint nodes still pointing at renamed material parameters, the silent failures.
  • audit collisions — missing, over-complex, or complex-as-simple collision, by folder or by level.

Fixes · 5 tools

Clean up, with a preview first

  • fix material drift — strips the dead parameter overrides a master material left behind when it renamed or dropped a parameter.
  • find orphaned actors — assets nothing references, collected for review, with a delete button behind a confirm.
  • consolidate duplicates — identical material instances merged down to one on apply.
  • normalize textures — compression, sRGB, and size brought into line with your texture config.
  • repair redirectors — broken redirectors, orphans, and circular references.

Generate · 7 tools

Build assets from a description

  • material library — a full PBR library with named colours, shades, and roughness variants across the categories you tick.
  • LOD chain — reduced LODs built on meshes that only have LOD0.
  • lightmap UVs — generation switched on for meshes missing it.
  • blueprint scaffold — a new Blueprint from a parent class, with the components you want.
  • blockout from prompt — describe a space in plain English and it greyboxes it in the open level, at real-world scale.
  • blockout precise spec — the same, but every dimension you state is honoured to the centimetre and every assumption is reported back.
  • blockout from image — drop in a concept image and it estimates the camera, finds scale anchors, and rebuilds the space.

Analyse · 6 tools

Read a project back to yourself

  • level stats — actor counts, light inventory, triangle totals, heaviest meshes.
  • blueprint deps — orphans, circular chains, and the most-referenced assets.
  • shader complexity — instruction and sampler counts per material, heavy ones flagged.
  • draw call profile — estimated draw calls in the open level, with the instancing wins called out.
  • review project structure — folder layout scanned, then judged: flat, mixed-type, too deep, too sparse.
  • project health check — a battery of read-only audits, returned as one prioritised verdict with the tool that fixes each item.

Refactor · 3 tools

Rename and retag in bulk

  • rename SM_ assets — static meshes brought onto the convention, previewed before it commits.
  • apply naming — the same across any asset class and any prefix rule you set.
  • tag selection — Outliner tags added or removed across selected or all actors.

Test and dev · 11 tools

The pre-submit pass

  • validate project — broken-reference checks plus Unreal's own validators, ending in PASS / WARN / FAIL. The "is this safe to submit?" button.
  • compile blueprints — every Blueprint in a folder compiled, errors and warnings reported. Catches what renames broke silently.
  • asset size report — on-disk size rolled up by folder, heaviest assets ranked.
  • texture memory — VRAM per texture estimated from size, format, and mips, with the budget-busters flagged.
  • texture streaming — large never-stream textures pinned in VRAM, and non-power-of-two sizes with no mip chain.
  • shader budget — separate pixel-instruction ceilings for opaque, translucent, and UI materials.
  • material functions — every Material Function catalogued by referencer count, unused ones flagged.
  • LOD distance tuner — heavy single-LOD meshes, and chains whose next LOD barely drops a triangle.
  • material instance audit — instances that override nothing, and instances parented to other instances.
  • bulk set property — one editor property set across filtered assets, old-to-new previewed as a dry run.
  • material from prompt — describe a surface and it designs the node graph, builds it, and compiles it live.

Profiling · 4 tools

Where the frame time actually goes

  • GPU cost estimate — mesh sections, triangles, lights by mobility, shadow casters and translucency ranked into a cost index. A heuristic, not a capture.
  • memory estimate — static-mesh buffer memory for the level, deduplicated so 500 copies of a rock count once.
  • evaluate stat GPU — the overlay has no copy-pasteable text, so paste a screenshot and it reads the numbers off the image, then corroborates against the open level.
  • performance detective — runs the read-only data tools, then cross-references all of them into one ranked verdict and the three highest-payoff fixes.

Nanite and virtual textures · 4 tools

Audit, then enable

  • nanite · audit — high-triangle meshes with Nanite off, and trivial meshes with it on for no gain.
  • nanite · enable — the fix, dry-run by default, applied per mesh when you tick it.
  • virtual textures · audit — large textures not on VT streaming, and small ones carrying it for nothing.
  • virtual textures · enable — same pattern: preview the candidates, then commit.

Lighting and render · 1 tool

Why it looks different over here

  • audit post-process — unbound volumes fighting each other, volumes sharing a priority with no defined tie-break, and disabled volumes.

World and streaming · 1 tool

What loads, and when

  • audit world partition — whether it's enabled, the data-layer inventory, and the actors with no layer assigned that therefore always load.

Animation · 2 tools

The character-side gap

  • audit animations — sequences with no skeleton, no bone compression settings, or zero length.
  • audit skeletal meshes — single-LOD characters and meshes with no physics asset, the gap a static-mesh audit walks straight past.

World detail · 2 tools

Scatter and terrain

  • audit foliage — instanced foliage tallied per mesh, heavy instance counts flagged.
  • audit landscape — Landscape actors and streaming proxies inventoried against what the Python API will give up.

UI · 1 tool

What UMG will admit to

  • audit widgets — Widget Blueprints inventoried with a best-effort parent class and a WBP_ naming check. Python can't reach the widget tree, so this is an inventory and says so.

Principles

Four rules I built it around.

01

The tools are Python, not prompts

Click a tool and it runs through Unreal's scripting API on your machine. No model decides what your level contains; the code reads it directly. That's why the same question returns the same answer every time.

02

The AI is the layer on top

It reads the results back in plain English, answers the follow-ups, and takes the jobs that need judgement: the blockouts, the performance verdicts, reading a stat GPU screenshot. Ask for a tool that doesn't exist and it writes one.

03

Nothing writes without your sign-off

Every action that touches your project previews what it will change and waits. Read-only audits run freely; the fixes ask first.

04

You can read the Python it writes

Every generated tool is plain Python you can inspect, edit, and keep. It stays on your machine whether or not you stay subscribed.