The editor from a technical artist's seat - what actually matters on day one, and the habits that pay off for the whole project.
An Unreal project is a folder. The three subfolders you care about first: Content/ for every binary .uasset, Config/ for the .ini files TAs eventually end up living in, and Saved/ for logs, screenshots, and autosaves. Never commit Saved/.
Pin the team to an exact engine version. Assets saved in a newer editor won't open in an older one, and there's no undo button for that. Launcher builds are fine for most teams. Source builds matter when you need engine patches or console platform work.
The DDC caches compiled shaders and processed assets. It's safe to delete because everything rebuilds, which is why "delete the DDC" is the classic Unreal folk remedy. On teams, a shared network DDC saves hours of shader compilation.

Everything in Content/ is an asset, and Unreal tracks references through the Asset Registry. Two habits make you look like the adult in the room:
Never move or rename assets in Windows Explorer - the engine tracks references by path and you'll leave broken redirectors behind. Move assets inside the editor, then right-click the folder -> Fix Up Redirectors.
| Shortcut / command | What it does |
|---|---|
G | Game view - hides all editor icons and helpers |
F | Frame selected |
Ctrl+Shift+H / stat fps | FPS counter |
Alt+2...8 | View modes: wireframe, unlit, lit, detail lighting... |
| View Mode -> Shader Complexity | The TA's x-ray - green is cheap, red is expensive, white is an emergency |
| View Mode -> Quad Overdraw | Shows overlapping translucent/small-triangle cost |

Binary .uasset files can't be merged. The studio standard is Perforce with exclusive checkout (locks); small teams can survive on Git LFS with a locking workflow. Connect the editor itself (Revision Control in the status bar) so checkouts, adds, and history happen where you work.
Learn the Reference Viewer, Size Map, and redirector cleanup before anything else. Half of all "engine mysteries" juniors hit are reference and redirector problems.