Unreal may require some optimisation especially on lower spec hardware of when working with levels / environments with alot of complexity and light calculations required.

Going to Settings > Engine Scalability Settings will bring up scalability groups render options, reducing these will reduce visual quality but improve system performance.

We can also adjust more settings in world and project settings however these are more focused towards final deployment and we will cover these in future guides alongside how we can create a custom graphics settings interface.

When we are importing or managing our files we need to try and adhere to best practices especially when it comes to naming conventions and folder structures.

Assets should be stored in clearly labelled folders and named meaningfully, only including assets that are ultimately going to be used.

Example Material naming convention:

Mat_MaterialName likewise with Blueprints BP_BlueprintName

Keep files tidy you can create folders within the projects Content Drawer personally I like to have folders for Materials, 3D models and Sounds as separate folders with level specific assets in subfolders under these categories

Content Drawer Filters are your friend you can search for specific file names or filter results using the filter button within the content drawer this looks like a hamburger menu (three lines). This will make life easier when looking for particular assets.

Split viewports can be useful to see alignments or features such as lighting density within editor window and act as a secondary camera for editing workflows.