Editor Extensibility
Slate panels, viewport overlays with 3D issue markers, toolbar buttons, detail customisations, Project Settings integration, custom asset actions.
Live on Fab
I'm Lawrence Louw, a software engineer by day, solo Unreal Engine 5 developer by night. Under the New Moon Studio banner I write deep C++ plugins, original gameplay frameworks, and the occasional novel. One pair of hands. Forged after hours.
New Moon Studio is one developer working alone, after the office closes. Days I'm a software engineer in industry. Nights and weekends I'm in Unreal, writing the deep C++ plugins and gameplay frameworks I want to use myself, and shipping them through Fab under my own banner.
It's a workshop, not an agency. I don't take commissions or contracts. Everything you'll find here is mine, made because I needed it, polished because I respect the people who'll use it.
When the IDE closes I write novels and campaign stories. The wolf and the moon on the logo aren't just decoration, it's the instinct that drives one drives the other.
Automated performance analysis & optimization for Unreal Engine 5.
Stop guessing where your frames are going. Scene Optimizer scans your entire level, identifies exactly what's costing you performance, estimates the FPS impact of every issue, and fixes many of them with a single click, all from inside the editor.
The depth Scene Optimizer demonstrates is the depth I bring to everything I build.
Slate panels, viewport overlays with 3D issue markers, toolbar buttons, detail customisations, Project Settings integration, custom asset actions.
Deep familiarity with UE5's modern rendering pipeline. Nanite-fallback awareness, VSM cost analysis, Lumen-safe optimisation, post-processing redundancy detection.
Runtime + Editor module separation, subclass-based extensibility (USceneAnalyzerBase pattern), Data Asset rule engines, clean Blueprint exposure.
Editor commandlets with proper exit codes, JSON reports for build pipelines, Slack & Discord webhook integration, GitHub Actions / Jenkins / GitLab support.
FPS prediction, budget breakdowns, profiling-guided fixes, regression detection across builds, HTML trend dashboards with SVG charts.
Designer-first C++ — every system surfaced through clean, well-categorised Blueprint nodes. Async tasks, function libraries, no friction for non-coders.
Beyond the flagship, more is in build. Some of it ships under New Moon Studio, some of it stays in fiction.
More tools for the editor and engine are queued behind Scene Optimizer — focused on developer experience, gameplay tooling, and the parts of UE5 that nobody else wants to wrap.
Modular gameplay frameworks shipped as standalone modules — designer-friendly C++, sensible defaults, drop-in for prototypes and production alike.
Original game projects in early prototype — built on the same frameworks I ship publicly. Eat my own cooking, prove what the tools can do.
Dark fantasy fiction in the works. The wolf and the moon are not just decoration — there's a long-form world being assembled in parallel.
New Moon Studio doesn't take commissions, but the inbox is open for questions, plugin feedback, story-talk, or just to say hello. Pick a channel — I read everything.