szMuzzyA - 3D Content Auditor - Status Reporting

Audits UE5 Static Meshes in any folder and exports clean CSV/JSON/HTML reporting LODs, Nanite, UVs, bounds, collision, vertex count/size, and more. (./Saved/ContentAudits).

TinyTools Content Auditor scans a content folder for Static Mesh assets and writes a clean, timestamped CSV, JSON and HTML to {YourProject}/Saved/ContentAudits. Use it before commits or builds to spot heavy meshes, UV/lightmap issues, or missing collisions at a glance.

Features

  • Scans Static Meshes in any content folder.

  • Exports CSV/JSON/HTML to Saved/ContentAudits (timestamped) .

  • Editor UI with folder picker + auto-open output .

  • Commandlet for headless/CI runs (-run=TinyToolsContentAudit -Path=…).

Highlights

What it captures (per mesh):

  • Asset path, LOD group, LOD count & LOD0: tris, verts, sections, per-LOD triangle list.

  • UV channels, vertex colors, lightmap UV index & resolution, “has valid lightmap UV”.

  • Nanite enabled and has Nanite data (when available by engine version).

  • Approx. memory bytes: LOD0 and totals for vertex & index buffers.

  • Bounds (X/Y/Z in cm).

  • Collision: complexity string (simple/complex/default) and counts of simple shapes (convex/box/sphere/sphyl).


Output & workflow:

  • Exports CSV (UTF-8), JSON, and a readable HTML table; filenames include the content path slug + UTC timestamp.

  • After running, a popup window with a summary appears and it opens the output folder for you.


Run it your way:

  • Editor menu: Tools → Tiny Tools → 3D Content Audit, then pick a Content Browser folder to scan. 

  • Command line / CI:

UnrealEditor-Cmd.exe <YourProject>.uproject -run=TinyToolsContentAudit -Path="/Game/Environment" -nop4 -unattended -nosplash -UTF8Output

Linux path is supported as well. The -Path parameter targets any content subfolder.


Why it’s useful:

  • Quick mesh health snapshot before merges/builds.

  • CSV drops straight into Sheets/Excel/Notion for diffing & history of the mesh.

  • Zero-risk: read-only scan in editor or headless.

Compatibility

  • UE5 (Static Mesh focus). Nanite fields are included when supported by the engine version.