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In-editor toolkit · Asset workspace · Controlled sharingUnreal plugin · first release soon

The production toolkit for a clean project.

Built for game and 3D studios, EduQuill runs project health, performance, localization and pre-build checks inside Unreal, finds the problems behind your frame drops and failed builds, and fixes them — with every fix previewed, undoable and backed up. It also comes with a cloud asset workspace: import every download into Unreal with a full review of what it is and what it needs, then share project files and folders with collaborators and clients through expiring, password-protected, revocable links.

2 GB free workspaceFree toolkit scans15 CC0 starter assets
Engine coverageUnreal Engine 5.3–5.8Windows 10 / 11
EduQuill — SciFi_Corridor · UE 5.8
PRO

Project Doctor

SciFi_Corridor · 3,842 assets

38 findings in 5 rulesEvery fix can be undone

Unused assets

14 packages · restorable from quarantine

Oversized textures

6 × 8192² · suggest 2048²

No Nanite or LODs

11 meshes · 2.4M triangles

Oversized light ranges

212 point lights · radius over 5,000

Blueprints ticking every frame

9 Blueprints · Get All Actors in Tick

Problems we are solving

Start from the pain, not the feature list.

Each part of EduQuill answers a problem game and 3D teams hit again and again: the toolkit runs inside Unreal, the workspace runs in the browser.

Works today

Nobody dares to delete unused assets

What we hear
“If I delete this, what else breaks?”

What EduQuill does

Unused assets are found through hard and soft references, maps, config and Primary Asset rules, then moved to a quarantine folder you can restore in one click. Nothing is deleted outright.

See the toolkit
Works today

The frame rate drops after you add an asset pack

What we hear
“Texture streaming pool over budget.”

What EduQuill does

Project Doctor finds oversized textures and wrong texture settings; Scene Doctor finds high-poly meshes without Nanite or LODs, lights with huge ranges and how much texture memory the level needs against the streaming pool. Fixes are previewed first and undo with Ctrl+Z.

See the toolkit
Works today

Hidden CPU cost in Blueprints and scenes

What we hear
“Why does every one of these actors tick every frame?”

What EduQuill does

Lists Blueprints that tick every frame, and expensive calls such as Get All Actors Of Class inside Tick. Scene Doctor finds meshes without LODs, objects that should be static, duplicates stacked in one place and tiny shadow casters.

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Works today

A two-hour build ships with the test map

What we hear
“Who left the staging server address in the config?”

What EduQuill does

Finds test maps in the build, test or staging addresses in config, debug settings and Developers folders. It runs when a cook starts and stops it on errors, and from the command line so CI can fail the build.

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Works today

Missing translations and broken data turn up in QA

What we hear
“It only crashes when someone casts that one skill.”

What EduQuill does

Find text converted from plain strings, text marked as not for translation and missing translations per language, and check every asset reference in your Data Tables through Unreal's Data Validation.

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Works today

Switching to Photoshop just to pack textures

What we hear
“I only need Roughness, Metallic and AO in one ORM texture.”

What EduQuill does

Drop three textures in and get a packed ORM texture plus a material instance that uses it. Physics placement and one-click texture optimization are available too.

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Works today

You only find out what a download is after it breaks your project

What we hear
“Is this a full project or a content pack? Which engine version was it saved in?”

What EduQuill does

Before anything is written, the plugin shows what the download is, which engine saved it, which plugins it needs and where each item will go. Complete projects open on their own instead of merging into yours, and split archives (.part1.rar, .7z.001, .z01) unpack as one.

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Works today

Moving a folder breaks every reference

What we hear
“Why is moving folders in Unreal so painful? After migrating, all my references broke.”

What EduQuill does

Pick the destination folder when you install. The plugin moves assets by Unreal's own rules, so materials and textures stay linked, and cleans up the redirectors afterwards.

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Works today

Passing a pack around means zip files and dead links

What we hear
“The link expired and part 3 is missing — can you upload it again?”

What EduQuill does

Share a file or a whole folder with one link, with an expiry date and an optional password. The person you send it to saves the link to their workspace without using their storage, or downloads the folder as one zip.

See the toolkit

The toolkit and import work in the Unreal plugin, tested in UE 5.8 on Windows and not publicly released yet. Sharing and saved links work on the web today. Scans are free; one-click fixes, exported reports and the art tools are part of Pro.

Daily art tools

The tools artists open every day.

Channel packing, physics drops you can watch, and one-click texture optimization — without leaving the engine.

Core art tools available
In the plugin01 / 03

Channel Packer

Merge Roughness, Metallic, and AO into one ORM texture and create a material instance that uses it. Where the material's structure is recognised, references to the source maps are swapped automatically.

  • R, G, B channel mapping
  • Material instance created for you
  • No round-trip to Photoshop
RGBORM

Roughness · Metallic · AO → ORM

In the plugin02 / 03

Physics Placement

Drop rocks, crates, and props with engine physics: they fall, tip, and pile up against real collisions, the fall plays in the viewport, and Apply keeps where they landed.

  • The fall plays in the viewport
  • Lift and tip for loose, varied piles
  • One undo step to keep or discard
lift → fall → keep
In the plugin03 / 03

Texture Statistics

See where texture memory goes in any folder — by group, pixel format, and size — then compress, stream, and size-limit the costly ones in one step.

  • Estimated memory by group, format, and size
  • One-click compress, streaming, and size limit
  • Each fix checked afterwards; one Ctrl+Z undoes all
World
Normal
UI

4K → 2048 · BGRA8 → BC1

Channel Packer, Physics Placement and Texture Statistics are in the Unreal plugin (applying changes is Pro; measuring is free). Foliage painting, Property Matrix edits and batch renaming stay with Unreal's own tools, which already do them well.

See the full toolkit

The Unreal plugin

Know what a download is before it touches your project.

Every import opens a review first. The plugin tells you whether you have a content pack, a plugin, a complete project or loose source files, which engine version saved it and whether yours can open it, and which plugins it needs.

  • Turn on required plugins that are installed but off, with a backup first
  • Complete projects open separately instead of merging into yours
  • Backups and rollback for every install, and nothing written until you approve
See the toolkit

Import review

Castle Kit → SciFi_Corridor

Ready
Kind
Content pack · 412 assets
Saved with
UE 5.4 · opens in 5.8
Plugins needed
1 to turn on
Destination
/Game/CastleKit
Conflicts
None

Chunks verified · SHA-256 · 1.2 GB

154 / 154

The production workflow

Check, fix, share. That's the whole flow.

The toolkit scans project health, performance, localization and the pre-build list, previews every fix and keeps a backup. Then share project files and folders with collaborators and clients through controlled links.

Start free
01

Run the checks

Scan project health, performance, localization and the pre-build list inside Unreal. Scans are free, and every finding points to the asset, map or setting behind it.

01 → 02
02

Preview and fix

Preview each fix, undo it with Ctrl+Z and keep a backup. Fixes are part of Pro; nothing changes until you approve it.

02 → 03
03

Share files and folders

Send project files and folders to collaborators and clients through links that expire, take a password and can be revoked.

01

2 GB

free workspace

02

0 B

of your storage used by saved links

03

1 link

for a file or a whole folder

04

15

CC0 starter assets

CC0 starter library

Test the workflow before you trust it with your project.

Every account includes 15 CC0 Public Domain assets — materials, environments, HDRIs, and props. Import one from the plugin's CC0 list and see exactly how the review and install behave.

100% free for commercial use · CC0 1.0

15 assets · 279 MB total

Engine coverage

Works where the project already lives.

Bridge is an engine plugin with a small local helper that handles sign-in and downloads. Plugins install per project and can be removed without touching your assets.

Unreal Engine

UE 5.3–5.8

UE

Unity

Unity · planned

U

Blender

Blender 4.2+ · in development

B

Windows

Windows 10 / 11

WIN

macOS

macOS · in development

MAC

Start with a real workflow

Your next build can start cleaner.

Start free with the toolkit: run the scans, keep 2 GB of workspace storage and test the full flow with 15 CC0 assets.

No card requiredPrices in USDInstant activation