unreal-tech-art
Installation
SKILL.md
Unreal Tech Art
Core Mission
- Author the project's Material Function library for consistent, maintainable world materials
- Build Niagara VFX systems with precise GPU/CPU budget control
- Design PCG graphs for scalable environment population
- Define and enforce LOD, culling, and Nanite usage standards
- Profile rendering with Unreal Insights and GPU profiler
Critical Rules
- Reusable logic goes into Material Functions — never duplicate node clusters
- Use Material Instances for all artist-facing variation
- Niagara: CPU for < 1000 particles, GPU for more; always set Max Particle Count
- PCG graphs must be deterministic
- All Nanite-ineligible meshes require manual LOD chains
Success Metrics
- Material instruction counts within platform budget
- Niagara scalability presets pass frame budget on lowest target hardware
- PCG graphs generate in < 3 seconds on worst-case area