The Scene Audit Checklist
Use this checklist to review a level after collecting a performance baseline. It covers common content costs and links to a tool for the asset checks. Let the measurements decide which findings to investigate first.
7.1The Priority Order
When optimising a whole level (not chasing one bottleneck), review in this order - use this as a starting order, then prioritise from the measurements:
- Measure first - baseline stat unit / stat gpu / memreport. No numbers, no changes.
- High-value audit rules - mobility, shadows, culling (below).
- Actor & draw call counts - instancing, merging, HLOD.
- Materials - complexity sweep, translucency, samplers.
- Textures - sizes, compression, streaming health.
- LODs / Nanite - distant geometry gets cheaper.
- Lighting & shadows - counts, mobility, radii.
- Post-processing, particles, animation, Blueprints, physics, audio - in that order.
7.2The Ten Highest-Value Rules
- Nothing is Movable unless it actually moves - Static is cheapest.
- Disable shadow casting on tiny, distant, or insignificant objects.
- Cull aggressively - sane draw distances on props, clutter, decals, VFX.
- Instance repeated meshes (ISM/HISM/Foliage) instead of thousands of actors.
- Keep materials simple - translucency, two-sided, WPO, and sampler stacks add up.
- Choose texture sizes with the artists based on gameplay coverage and measured memory cost - 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

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 to review alongside your profiling results. Repeat the audit after changes and inspect the underlying findings, not just the grade.
