Unreal Engine 5 · Editor Plugin · Free

Mesh conditioning,
on every import.

Quadify Base for Unreal Engine 5 intercepts every static mesh you import and runs a 17-point QA report automatically — scoring, fixing, and flagging issues before the asset reaches your scene.

✓ Free on Fab — no purchase required. Full C++ source included.

SM_VehicleDoor_01 · LOD0 ✓ Good
82 Good · 2 warnings
Naming conventionPass
ScalePass
NormalsPass
CollisionPass
Nanite readinessPass
Lightmap UVsWarn
LODsFail
Cull distanceWarn

Using Blender to create your assets?

The Quadify add-on family converts triangle and n-gon meshes to clean quad topology inside Blender — then hands off a scored, conditioned mesh to Quadify Base for Unreal automatically.

See Blender add-ons →

See It In Action

Watch the overview

See Quadify Base for Unreal Engine 5 conditioning meshes on import, running the QA report, and generating LODs — start to finish.


How It Works

Import. Score. Ship.

No setup required. Quadify Base hooks into Unreal's import pipeline and runs automatically every time a static mesh lands in your project.

01
Import your FBX or glTF
Drag a file into the Content Browser as normal. Quadify Base intercepts both the legacy FBX importer and the Interchange pipeline — nothing changes in your workflow.
02
17-point QA runs automatically
Scale is fixed, degenerate geometry removed, and all 17 checks fire instantly. The full report is ready before the import dialog closes.
03
Score is stamped to the asset
A 0–100 composite score, fail count, and warn count are written as asset tags. The Quadify column in the Content Browser shows the score for every mesh in your library.
04
Fix, generate, ship
Right-click any mesh to generate LODs, build collision, fix normals, or run the full conditioning pass — directly from the Content Browser, no panel needed.

QA Checks

17 checks, zero configuration

Every check runs on import. Results are grouped into Fail / Warn / Pass rows with a plain-English fix hint for every issue found.

Naming convention
Verifies the SM_, MI_, T_ prefix is present and correct for the asset type. Renames automatically if the setting is enabled.
Poly count
Flags meshes that exceed recommended counts for their intended use — prop, character, environment — with a suggested target.
LODs
Checks whether a LOD chain exists. Fails if LOD0 is the only level. One-click generation available in the panel and context menu.
Collision
Detects whether custom collision geometry (UCX) is present. If not, flags as a fail and offers convex hull generation.
Lightmap UVs
Validates channel 1 for overlapping faces and out-of-bounds UVs. Generates and packs a lightmap UV if channel 1 is missing.
Scale
Detects unapplied transforms and non-uniform scale. Fixes automatically on import when auto-conditioning is enabled.
Materials
Checks for null material slots, unused slots, and excessive slot count on simple meshes. Lists each null slot by name.
Normals
Counts faces whose normals point inward. Reports flipped face percentage and offers one-click normal rebuild.
Smoothing
Checks smoothing group assignment and flags meshes with no smoothing data, which can cause rendering artefacts.
Pivot position
Flags meshes whose origin is far from world centre — a common cause of physics and placement issues in large scenes.
Thin triangles
Counts triangles with an aspect ratio above 20:1. High thin-tri counts cause shadow and lightmap bake artefacts.
Overlapping faces
Detects faces that share identical vertex positions — a sign of duplicate geometry from boolean operations or bad exports.
Cull distance
Recommends a per-mesh cull distance based on bounding radius and poly count. Warns when no cull distance is set on dense meshes.
Shadow cost
Evaluates dynamic shadow cost and recommends static shadow baking for movable high-poly meshes.
Nanite readiness
Checks open edges, translucent materials, and poly count to determine Nanite eligibility. Outputs a clear recommendation.
Material slot audit
Full audit of every material slot: null assignments, unused slots, and excessive slot count relative to mesh complexity.
Bounding box
Detects zero-extent or corrupt bounding boxes — which cause invisible meshes and broken culling in large scenes.

Quadify Ultra
Blender 5.0
.fbx + sidecar.json
Quadify Base
Unreal Engine 5
Automatic on import — no manual steps
SIDECAR DATA READ ON IMPORT
algorithm QuadWild · Hard Edge Preserving
quad_coverage 96.4%
ultra_score 91 · Good
blender_version 5.0.0

Works with Quadify Ultra

When a mesh is processed by Quadify Ultra in Blender, it writes a small sidecar JSON alongside the exported FBX. Quadify Base reads this automatically on import.

The Unreal QA report shows the Blender algorithm used, the quad coverage achieved, and the Ultra score — giving you full provenance for every asset from first retopology pass to final scene placement.

Quadify Ultra for Blender is a separate purchase available on Superhive and Gumroad.


Technical Details

What's in the package

Editor-only plugin — nothing ships with your game build. Full C++ source included, no compiled-only restrictions.

Compatibility

Plugin typeEditor only — not included in game builds
Engine versionsUE 5.5 · UE 5.6 · UE 5.7
PlatformsWin64 · macOS · Linux
DependenciesEditorScriptingUtilities (ships with UE5)
Third-partyNone
SourceFull C++ source included
PriceFree — no purchase required
Available onfab.com — quadify3d.com/unreal.html

C++ source files

QuadifyBaseModule.h / .cpp
QuadifyBaseQA.h / .cpp
QuadifyBaseAnalyser.h / .cpp
QuadifyBaseScorer.h / .cpp
QuadifyBaseLOD.h / .cpp
QuadifyBaseCollision.h / .cpp
QuadifyBaseLightmap.h / .cpp
QuadifyBaseRenamer.h / .cpp
QuadifyBaseBatchQA.h / .cpp
QuadifyBaseImportHook.h / .cpp
QuadifyBaseContentBrowserExt.h / .cpp
QuadifyBaseTypes.h

Free — no purchase required

Get Quadify Base for Unreal Engine 5

17-point QA on every import. LODs, collision, lightmap UVs. A 0–100 mesh score in your Content Browser. All free, full source included.

Get free on Fab → fab.com/listings/13984d90-4329-4cac-b1d6-fddaf80e179a
UE 5.5 UE 5.6 UE 5.7 Win64 macOS Linux