What is in scope?
For Unreal Engine, define the asset, destination, and release condition before editing. Keep a clean source copy and state why triangle targets is relevant to LOD policy.
Plan LOD policy for Unreal Engine. Review the source, test the destination export, and document settings, evidence, and open risks.
For Unreal Engine, define the asset, destination, and release condition before editing. Keep a clean source copy and state why triangle targets is relevant to LOD policy.
For LOD policy in Unreal Engine, treat unresolved screen-size thresholds as blocking. Decide whether it needs a technical fix, additional evidence, or a qualified reviewer.
For LOD policy, require a representative result in Unreal Engine, the accepted export settings, and a clear outcome for silhouette quality. Record who approved the final package.
The safest route is to test the real destination: for Unreal Engine, begin with triangle targets, then test screen-size thresholds and silhouette quality in the actual destination. Keep the accepted export settings and any unresolved LOD policy risks with the source file.
Open the original file before making changes. For Unreal Engine, record its format, units, dependencies, and current triangle targets so the LOD policy pass has a reliable baseline.
During LOD policy for Unreal Engine, establish the expected state of triangle targets. Resolve or document any gap before moving on to screen-size thresholds.
Do not rely on the authoring viewport alone. For LOD policy, load a representative export in Unreal Engine and verify screen-size thresholds together with silhouette quality.
For Unreal Engine, keep the accepted export, its settings, and a short note about unresolved risks. Name the person responsible for the final review of LOD policy.
| LOD policy check for Unreal Engine | Unreal Engine pass condition for LOD policy | Evidence to keep for Unreal Engine LOD policy |
|---|---|---|
| triangle targets during LOD policy for Unreal Engine | For Unreal Engine LOD policy, the source and revised asset use an agreed value for triangle targets. | Keep Unreal Engine LOD policy before-and-after values and the setting that changed. |
| screen-size thresholds during LOD policy for Unreal Engine | The LOD policy result for screen-size thresholds matches the expected behavior in Unreal Engine, not only in the editor. | Keep target-side evidence for Unreal Engine LOD policy, such as an import log or captured test. |
| silhouette quality during LOD policy for Unreal Engine | The recorded result for silhouette quality meets the Unreal Engine release requirement for this LOD policy job. | Keep the accepted Unreal Engine result and the reviewer name for LOD policy. |
| transition artifacts after LOD policy for Unreal Engine | The LOD policy handoff for Unreal Engine contains only the files needed downstream. | Keep the Unreal Engine export preset, fallback, dependencies, and open risks from LOD policy. |
An asset can look correct in its source application and still fail after import into Unreal Engine. Treat LOD policy as a translation problem between tools, with triangle targets and screen-size thresholds checked on both sides.
For Unreal Engine, keep the LOD policy pass focused on triangle targets, screen-size thresholds, and silhouette quality. Make one controlled change at a time and retain enough evidence for another person to repeat the decision.
Focus the work on triangle targets, screen-size thresholds, and silhouette quality. Apply this LOD policy guidance to the actual Unreal Engine delivery path.
During LOD policy, compare the source and destination values for triangle targets. Do not continue until the difference is explained and assigned to the asset or the Unreal Engine pipeline.
For LOD policy, capture the Unreal Engine result and isolate the responsible layer. A clean authoring preview is not proof when the exported screen-size thresholds result no longer matches the baseline.
Define an observable LOD policy result or move the decision to a qualified Unreal Engine reviewer. Do not hide an unresolved silhouette quality risk behind a general “ready” status.
For Unreal Engine, start with triangle targets on the untouched source file. It gives you a baseline before the LOD policy pass changes geometry, materials, metadata, or export settings.
During LOD policy for Unreal Engine, record the source format, units, texture locations, material slots, exporter, destination version, and observed screen-size thresholds behavior.
The LOD policy pass is complete when triangle targets, screen-size thresholds, and silhouette quality have been tested in Unreal Engine, the export opens correctly, and remaining review has an owner.
For Unreal Engine, use a qualified reviewer during LOD policy when silhouette quality cannot be verified automatically or when licensing, device, marketplace, or domain rules affect approval.