Unreal Asset Health Dashboard
Check exported meshes, textures, materials and Blueprints for common asset problems. Run the companion script in Unreal, then open its JSON report here. The scores help you sort the findings; they aren’t a substitute for profiling the project. Your report stays in this tab.
Top Findings
The Worklist
How It Works
- Download the companion script below (plain, readable Python - audit it yourself).
- Run it inside Unreal - enable the Python Editor Script Plugin, then in the Python console:
It scans /Game read-only and writes <Project>/Saved/AssetHealth/asset_health_<date>.json.Python (Unreal Output Log)
exec(open(r"C:/path/to/ta_asset_health_export.py").read())
- Drag the JSON into the drop zone above. Every asset is scored 0-100 and graded A-F; the project gets an overall grade.
- Work the list - sort by score, filter by severity, fix the worst first. Export Markdown for Slack/Jira or CSV for spreadsheets.
download download ta_asset_health_export.py
What The Script Collects
| Asset type | Data collected (read-only) |
|---|---|
| Static Meshes | LOD-0 triangle count, LOD count, Nanite flag, material slots, referencer count |
| Textures | Dimensions, compression format, sRGB flag, mip setting, LOD group, NeverStream, referencers |
| Materials | Master vs instance, domain, blend mode, two-sided, dependency count, referencers |
| Blueprints | Parent class, tick-enabled, component count, dependency count, referencers |
Written for UE 5.0-5.5 with defensive property access - properties it can't read on your engine version export as "unknown" rather than crashing. It never modifies assets.
The Scoring Rules
Each asset gets a score from 0 to 100 and a grade from A-F. Sort and filter the findings, then check the highest-priority items in the project. Export Markdown for a team discussion or CSV for further analysis. Some flagged settings may be intentional, so review them before making changes.
| Severity | Examples |
|---|---|
| CRITICAL | High-poly mesh with no LODs and Nanite off - non-power-of-two texture - normal map with sRGB on - Blueprint with 100+ dependencies - 8+ material slots |
| WARNING | Naming convention violations - 4K+ textures - missing mips - translucent / two-sided materials - tick-enabled Blueprints - NeverStream on large textures |
| INFO | Unreferenced assets - high component counts - heavily-used master materials worth auditing |
Grades: A >= 90 - B >= 75 - C >= 60 - D >= 40 - F below. Naming rules assume the standard SM_ / T_ / M_ / MI_ / BP_ prefixes from The Asset Pipeline.
Privacy
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