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.
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.
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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.
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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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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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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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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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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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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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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.
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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.
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
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.
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.
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.