LOD Recipe: Build using commandlet
Build LOD Recipes in your project from e.g. a terminal or a script.
Prerequisites
- A LOD Recipe asset prepared with mesh(es) and LOD(s) settings. Create a LOD recipe using this quickstart.
1. Build LOD Recipes from the command line
Open a terminal and locate the UnrealEditor-Cmd.exe in your Engine folder, e.g. C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\Win64\UnrealEditor-Cmd.exe.
Run the following command, replace {ProjectName} with the path to your uproject file. This will build all the LOD Recipes in your project and save them afterwards.
shell
UnrealEditor-Cmd.exe {ProjectName} -AllowCommandletRendering -Save -run=LODRecipeCommandlet
WARNING
-AllowCommandletRendering is needed for a successful build if material baking is enabled by any of the LOD Recipes.
Available LOD Recipe commandlet flags
Key | Description |
---|---|
Help | Print commandlet help text. |
Save | Save generated LODs and assets. |
SourceControl | Checkout asset files from source control before building. This is required when using some source control providers, e.g. perforce. |
LODRecipes | Specify one or more LOD Recipes to build (separated with comma). |
OnlyStaticMeshes | Generate LODs for static meshes only. |
OnlySkeletalMeshes | Generate LODs for skeletal meshes only. |