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-generatedmesh-cooking-nanite-profilesmesh-cooking-collision-setsmesh-cooking-lod-chainsmesh-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:
python3 V2/ue/Tools/check-v2-mesh-cooking.py