Now · building
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Project health check
One command runs every read-only audit at once — naming, textures, LODs, collisions, materials, references — and hands back a prioritised verdict. Worst categories first, with real counts, example assets, and the tool that fixes each. Quick or deep pass.
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Niagara / VFX audits
Audit particle systems for performance hot spots, unbounded simulations, and spawn-rate issues. Same read-only audit workflow as the existing audits.
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Overdraw estimator
Find overlapping translucent and masked materials, plus high-fill particles, that quietly cost fill rate.
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LOD distance tuner
Compare LOD screen sizes against recommended values and flag aggressive or late popping.
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Texture streaming audit
Catch non-streaming textures that should stream, wrong compression settings, and mip-bias mistakes.
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Shader budget enforcer
Set instruction-count budgets per domain — World, Character, UI — and auto-flag the materials that blow them.
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Material instance auditor
Spot instances that override nothing, unused texture samples, and parents too complex for what they do.
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Material function lister
Catalogue every material function, show what consumes each, and surface the ones nothing uses.
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Bulk property editor
Batch-change properties across a filtered set of assets in one pass.
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Native Unreal MCP integration
When Unreal ships native MCP support in the engine, PerfectPolaris can speak to it directly. Today it drives the editor through generated Python over remote execution; native MCP would mean wider, more reliable coverage of engine actions.