Documentation / Bulk Extended
Unreal Engine 5.7 · Documentation

Bulk Extended

A dockable Unreal Editor tool for applying repeated asset-editing changes across Static Meshes, Materials, Material Instances, Textures, Niagara Systems and Niagara Emitters.

Editor moduleWin64Batch editingAuto Safe Batch Save
Overview

Batch-edit supported asset types from one window.

Bulk Extended is intended for technical artists, environment artists, optimization passes and content-preparation workflows where editing assets one by one would be slow or error-prone.

Static MeshesNanite, Distance Fields, collisions, LODs, Lightmass, section overrides, asset settings and metadata.
MaterialsScalar, vector, texture and static component mask parameters.
Material InstancesStatic switches, masks, copy-from-parent and override clearing.
TexturesLOD, compression, mip, color, virtual texture and Oodle settings.
Niagara SystemsBounds, warmup, determinism, effect type and metadata.
Niagara EmittersBounds, determinism, simulation target and renderer state.
Bulk Extended supported asset workflow
Installation

Enable Bulk Extended and open the dockable tab.

  1. Open the Unreal project.
  2. Go to Edit > Plugins.
  3. Confirm that Bulk Extended is enabled.
  4. Restart the editor if it was just enabled.

Open the tool from Window > Bulk Extended. The current window title is BULK EXTENDED - Static Mesh Editor, although the tool also supports Materials, Material Instances, Textures and Niagara assets.

Bulk Extended editor window
Basic workflow

Select, refresh, configure, apply.

  1. Select one or more supported assets in the Content Browser.
  2. Open Bulk Extended and click Refresh.
  3. Confirm the selected asset count in the status bar.
  4. Expand the section you want to use.
  5. Enable that section's Apply checkbox.
  6. Configure the values to apply.
  7. Click APPLY TO ALL SELECTED.
  8. Wait for the progress section to report completion and review a representative sample.
Important

Refresh after every Content Browser selection change. Test risky settings on one or two assets before applying them to a large folder.

Feature guide

Eleven editing sections

Nanite

Enable Nanite, adjust Position Precision, Keep % Triangles, Trim Relative Error and fallback generation settings.

Distance Fields

Configure mesh distance-field generation, resolution scale, two-sided generation and per-LOD behavior.

Collisions

Create or replace Box, Sphere or Capsule collision and standardize collision complexity.

LOD Settings

Apply LOD0 Screen Size and Min LOD values across selected meshes.

Lightmass

Manage lightmap resolution, UV index, source UV index, lightmap UV generation and Auto-Fix Lightmap UVs.

Section Overrides

Override cast shadows, material slots, ray-tracing visibility, Distance Field Lighting and Force Opaque in Ray Tracing per LOD or section.

Asset Settings

Manage uniform-sampling settings and compatible import metadata such as Uniform Scale.

Materials and Material Instances

Batch scalar, vector, texture, static-switch and static-component-mask values, copy uniform parameters from parent and clear Material Instance overrides.

Textures

Batch LOD Bias, Max Size, Texture Group, compression, mip generation, sRGB, green-channel flipping, alpha behavior, Virtual Texture settings and Oodle options.

Niagara

Set fixed bounds, warmup, determinism, effect type, simulation target and emitter renderer state.

Metadata / Tags

Write, update or remove package metadata across supported selected assets.

Progress & Auto Safe Batch Save

Large batches are processed in chunks.

For 30 assets or fewer, Bulk Extended applies changes and marks affected packages dirty for normal saving.

For more than 30 supported assets, Auto Safe Batch Save activates automatically:

  • Chunk size: 15 assets.
  • Static Mesh compilation is drained per chunk when required.
  • Dirty packages are saved silently.
  • Garbage collection and cleanup run between chunks.
  • Failures are collected without aborting the entire batch.
No rollback

If a later chunk fails, packages saved by earlier chunks remain saved. The final summary is the source of truth for what completed.

Performance

Expensive Unreal operations can take time.

Distance Fields, Nanite rebuilds, shader-permutation changes, texture processing and Lightmass build settings can make large batches slow.

  • Test one to five representative meshes before large Distance Field changes.
  • Avoid rebuilding settings that are already correct.
  • Use smaller themed batches while validating a new workflow.
  • Let compilation and saving complete before closing the editor.
  • Make sure files are writable before large batches; automatic Source Control checkout is not performed.
Troubleshooting

Common problems

Apply button is disabled

Select a supported asset and click Refresh.

Asset count is stale

Refresh the current Content Browser selection.

Material parameters are missing

Verify the parameter exists on the selected assets and test a smaller sample.

Static Switch changes take a long time

Unreal may be compiling new shader permutations. Wait for compilation or use smaller test batches.

Distance Field batches are slow

Try lower Resolution Scale values and disable Two-Sided where it is unnecessary.

Large batch completed with failures

Open the Safe Save failure list, resolve read-only or Source Control issues, and rerun only the affected assets.