Use lower texture sizes than artists want - most assets don't need 4K.
Keep light counts low, especially shadowed movable lights.
Use LODs / Nanite / HLOD intentionally - distance should mean cheap.
Budget post-process features - AO, GI, reflections, DOF, bloom can dominate.
Skeletal meshes and Niagara get significance/budget/culling rules - idle off-screen systems must not burn CPU/GPU.
7.3Red Flags You Can Spot In One Pass
High-poly meshes with no LODs (and Nanite off).
Textures at 4K+ on ordinary props, non-power-of-two sizes, missing mips.
Normal maps with sRGB on or wrong compression.
Meshes with 5+ material slots.
Movable mobility on decorative objects; shadowed movable lights everywhere.
White-hot areas in Shader Complexity; heavy overlap in Quad Overdraw.
Hundreds of ticking Blueprints (run dumpticks).
Assets referencing far more than they need (Size Map surprises).
7.4Automate The Asset Half
fig 14 - the companion-script pattern
Rules 4-8 and every red flag above are asset properties - which means they're scriptable. The Unreal Asset Health Dashboard runs exactly this checklist against your project: one Python script exports the data, the browser scores every mesh, texture, material, and Blueprint, and you get a ranked worklist instead of a hunch. Run it weekly; watch the grade trend.