Static Mesh to Instance Static Mesh (ISM)
Check Shadow Casting Actors
Renaming Assets
These images and videos are from an unreleased project that I had the pleasure of being a Senior Technical Artist for. They represent a set of UE5 blueprint editor scripts and widgets used for automating various tedious tasks for developers on the project.
ActorToISM - This set of editor script actions allows devs to quickly and easily convert static mesh actors to Instance Static Meshes buckets and back again. This is often used as a performance improvement pathway to reduce actor counts and draw calls when scenes are comprised of many dozens or hundreds of actors. Doing this by hand can be difficult and time consuming as well as hard to reverse if further edits are desired.
CheckShadowCasting - This project relied on a dynamic lighting setup which meant shadow casting lights and actors were at a premium. Given our fixed camera angle and sun direction there were many situations in which we payed to draw meshes into the shadow buffer that had little to no effect on the overall visual results of the scene. Normally we'd do sweeps through completed levels and turn off shadow casting flags for meshes by hand based on user judgement. This tool allowed us to do a course trace test from the sun to each actor using their bounds to generate a grid of end points. If none of the traces succeeded for a given actor it would be highlighted at the end of the test as a potential candidate for turning off shadows. Further control was given to allow us to run the test only on selected actors as well as skip testing actors that are already set to not cast shadows.
Asset Renaming - Asset and folder structure re-orging/cleanup are a often a part of any game project. Early prototypes are often fast, loose and less focused on the perfect naming or organizational structure in order to maximize time finding the fun or a visual target. Once the team reaches production though its important to have a clean and well thought out project structure. Renaming assets by hand can be a time consuming process when there are hundreds of assets. This editor script allows developers to modify/replace existing strings within an asset name as well as add prefixes and suffixes. This action can be taken on a single assets or hundreds and will attempt to check out an asset from source control before renaming.