Asset types & references
Every mesh, texture, material, and data table in your project is a UObject serialized into a
Importing meshes & textures
The import dialog you click through in five seconds sets compression, LOD, and streaming behavior that
Material authoring workflow
Every material graph you compile from scratch is a new shader permutation the engine has to build, and
Naming & organization
A prefix typo or an inconsistent folder means a designer searches the Content Browser by scrolling
AssetManager & soft references
This is the difference between a game that loads what it needs and a game that loads everything it
Cooking & DDC
The first cook on a fresh machine can take hours; the same project's cook on a machine with a warm