Unreal is where your assets, materials, and tools finally meet the frame budget. These pages cover the basics every TA needs, then dig into the thing that makes or breaks scenes: performance.

The editor from a TA's seat - projects, the Content Browser, viewport survival, and the settings to change on day one.
read -> 02Getting meshes and textures into the engine correctly - scale, collision, LODs, folder structure, and naming conventions.
read -> 03PBR inputs, the material graph, and the master material + instance workflow that keeps projects sane.
read -> 04Visual scripting basics: events, the construction script, when Blueprint is fine, and when to ask for C++.
read -> 05Editor scripting with the unreal module - batch-editing assets, the Asset Registry, and building your first audit script.
read ->Measure first, set budgets, then find the bottleneck. That's where every performance investigation starts.
read -> 07stat unit, stat gpu, Unreal Insights, and how to tell Game-Thread-bound from GPU-bound.
read -> 08Draw calls, LOD chains, instancing, HLOD, and when Nanite does (and doesn't) save you.
read -> 09Resolution discipline, compression formats, mips, and the texture streaming pool.
read -> 10Shader complexity, instruction counts, samplers, translucency, and overdraw.
read -> 11Light mobility, shadowed movable lights, Lumen, and virtual shadow maps - the biggest scene-level wins.
read -> 12Tick discipline, Blueprint costs, garbage collection, and object pooling.
read -> 13The audit every TA should run on a level, ordered by what usually pays off first, plus the tool that automates it.
read ->Run one Python script inside your project, drag the JSON it exports into your browser, and get every mesh, texture, material, and Blueprint scored against the audit rules in this section. Nothing uploads - the analysis never leaves your browser.