Fighting Game · Guides & deep dives

V2 Mesh Cooking

A guides & deep dives document in the Fighting Game library.

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V2/ue/Tools/plan-v2-mesh-cooking.py expands V2/ue/Build/Cooking/v2-mesh-cooking.json into deterministic Unreal commandlet commands for every mesh set and platform profile.

Source coverage is FBX, glTF, and GLB. The plan writes engine-native .uasset packages for UStaticMesh, USkeletalMesh.Cooked, and UStaticMesh.CollisionProxy, dependency sidecars ending in *.v2deps.json, and platform-specific LOD chains for PCUltra, PCLow, PS5, XSX, XSS, Switch2, and Mobile.

PC, PS5, and Xbox profiles build Nanite cluster hierarchy modes NaniteHigh, NaniteFallback, NaniteConsole, and NaniteReduced. Switch2 uses ClusterReduced, and Mobile uses MobileLOD. Each command records the collision mesh policy, including simple hulls, Chaos convex decomposition, physics-asset hit proxies, or collision-only trimesh packages.

Required gates:

  • mesh-cooking-plan-generated
  • mesh-cooking-nanite-profiles
  • mesh-cooking-collision-sets
  • mesh-cooking-lod-chains
  • mesh-cooking-engine-native-commands

The primary metrics are cook.mesh.nanite_profile_count, cook.mesh.collision_set_count, cook.mesh.lod_chain_count, and cook.mesh.engine_native_command_count. The CI validator is:

bash
python3 V2/ue/Tools/check-v2-mesh-cooking.py