I developed an Asset Analyzer to give artists and developers immediate visibility into the technical cost of assets directly within Unreal Engine.
The tool allows users to select assets and retrieve a breakdown of important performance-related information, including number of materials, material instruction count, triangle count, texture resolution, texture and mesh memory, draw calls, Nanite status, collision information and other asset properties.
The purpose was to make performance analysis accessible during the content-creation process rather than requiring developers to manually inspect individual asset properties or use multiple profiling tools.
This allows potential performance problems to be identified earlier in production. For example, an artist can quickly determine whether an asset has unnecessarily high texture resolution, excessive material complexity or other technical characteristics that could contribute to rendering costs.
By bringing this information into a simple editor workflow, the tool helps bridge the gap between art production and technical optimization, allowing content creators to make more informed decisions about the assets they create.
Key technologies: Unreal Engine, Blueprint Editor Utilities, asset analysis, rendering optimization, profiling.