
Description
122 in-editor tools across six disciplines. The TA pipeline layer your studio shouldn't have to write from scratch.
Documentation Page
Built in the lab. Ready for production.
122 in-editor tools in one plugin: the pipeline layer your studio shouldn't have to write from scratch.
Every Unreal studio collects the same pile of half-finished TA scripts: asset auditors, batch material creators, vertex paint tools, VAT bakers, USD import checkers, scene snapshot managers. Most never get finished, documented or maintained, because shipping work always comes first. EQLabs Pro is that work, finished: 122 tools built to one interaction standard, each documented, and compiled for UE 5.4 through 5.8.
▸ The EQLabs Hub
Open Window > EQLabs Hub and the whole toolkit is in one dockable window. All 122 tools sit in a searchable navigation tree with module and category filters, favourites, recent tools and name search. Each tool opens in its own dockable tab and keeps its settings between sessions.
The tools share one set of conventions, so learning one teaches you the rest:
• Report results you can act on: select a result to go to the asset it points at.
• CSV export from the audit and report tools, for CI and dashboards.
• Presets: save a tool's configuration and reload it in another project.
• The Codex: 376 reference entries in 15 volumes, shown inside the tool you have open.
• Undo that behaves like the rest of the editor: scene changes are wrapped in transactions, so Ctrl+Z works.
▸ Six disciplines, one plugin
• Tech (40 tools): performance, QA, debugging, texture generation, pipeline workflow
• Design (29): level design, gameplay systems, cinematics, PCG, localization
• Art (26, including Painting Lab): texture authoring, VFX, materials, scatter, look-dev, painting
• Animation (13): AnimBP, Control Rig, motion cleanup, blendshapes, stylization
• Modeling (10): LOD and Nanite, UV and texel density, collision, vertex colour, mesh stats
• Core (4): asset import and export, project health, release readiness
▸ Headline tools
Painting Lab — Texture painting inside the engine, with no round-trip to another app. Paint on a 3D mesh or a 2D canvas in five modes: Color, Flow (brush direction baked into a flowmap), Direction (anisotropic tangents for hair and brushed metal), Mask (per channel) and Normal. Brush presets, dynamics, lazy mouse, line strokes, eyedropper and palette. Exports seam-dilated PNG (8-bit sRGB) and EXR (16-bit linear). A full asset editor with its own viewport and undo.
EQSynth Lab — A VFX texture synthesizer. Run a texture through a fluid, wave or reaction-diffusion simulation, stack sources, post-process the result, and export flow, mask and direction channels. Includes a starter content kit.
Fluid Lab — Interactive water driven from the editor: a GPU wave canvas with ripples, buoyancy, stylized water and a flowmap painter.
Blockout Lab — A full asset editor for whitebox level design. Draw rooms, terrain, water, paths, cover, gameplay zones and player starts; add procedural scatter and auto-connected paths; export to placed Static Mesh actors in one click. The layout is saved as an asset.
Ship Lab — From compile to package: readiness check, pre-flight validation, build profile, PSO cache wizard, packaging and archive. It covers the long tail of forgotten reflection captures, wrong manifests and drifting Android settings that delays a ship date.
Project Doctor — Project health in one panel: diagnostics, cook and build cost analysis, texture memory budgets, and a health score you can watch change.
VAT Management Suite — Create, import and manage Vertex Animation Textures from Alembic, Skeletal Mesh and Houdini exports, with one import wizard, inside the editor.
Patchwork — Save named snapshots of a level, compare two snapshots property by property, and restore only what you choose. Made for the "I broke my scene trying something, can I get back?" moment.
ArabicBridge RTL Suite — Arabic, Hebrew, Farsi and Urdu support: font coverage checks, UI mirroring and RTL shaping checks. Much easier to build in early than to retrofit late.
▸ Built for studio work
• Editor tools first. The tools are editor-only. Six small runtime modules exist for the features that must run in your game: VAT playback, corrective blendshapes, the animation sequencer and Fluid Lab's water. They are not restricted to Windows, and if your project does not use those features they do nothing.
• No paid plugin dependencies. Every dependency is a stock Unreal Engine plugin already in your install.
• Its own regression suite. 258 automated tests and 25 editor UI tests run against every release, alongside packaging on all five engine versions. You can run them yourself with the console command Automation RunTests EQLabs.
• Documented. Every tool has a page at eqlabs.studio : what it does, when to use it and when not to, an interface tour, and its caveats.
▸ What it replaces, and what it doesn't
• In-engine texture painting: Painting Lab
• Procedural noise and flow textures: EQSynth Lab, Flow Map Studio, Cymatics FX
• Standalone VAT bakers: VAT Management Suite
• Separate blockout tools: Blockout Lab
• A stack of QA and audit plugins: Project Doctor, Validation Gate Hub and more than 20 auditors
• Release checklists: Ship Lab
• Manual scene backups: Patchwork
To be clear: not every external tool is replaced. Substance Painter and Houdini still win for some pipelines. EQLabs Pro cuts how often you leave the editor, and how many separate plugins you buy to cover the basics.
▸ At a glance
• 122 tools in 6 disciplines
• 15 C++ modules (9 editor, 6 runtime), full source included
• 4 full asset editors: Painting Lab, EQSynth Lab, Blockout Lab, Ship Lab
• 376 Codex reference entries in 15 volumes
• 258 automated tests and 25 editor UI tests run every release
• Built for UE 5.4, 5.5, 5.6, 5.7 and 5.8
• No paid plugin dependencies
▸ Free updates
EQLabs Pro is in active development. Version 2 added 21 new tools, a redesigned Hub and support up to UE 5.8. Future updates are free for existing buyers.
▸ Technical details
• Engine versions: UE 5.4, 5.5, 5.6, 5.7, 5.8
• Modules: 9 editor modules, plus 6 runtime modules for VAT playback, corrective blendshapes, the animation sequencer and Fluid Lab's water
• Platform: Windows editor. The runtime modules are not restricted to a platform.
• Plugin dependencies (all stock Unreal Engine): Niagara, Enhanced Input, Mesh Modeling Toolset, Geometry Processing, IK Rig, Alembic Importer, Geometry Cache, Significance Manager, PCG, Data Validation, Gameplay Tags Editor, Fracture, glTF Exporter
• Documentation and support: eqlabs.studio
