Hi there. I just got started with UE4 and had some basic questions. I’m going to be making a mostly 2D type of game, and I’m used to having to atlas my textures for performance reasons, as well as having to batch my blend modes as much as possible (so for example, not constantly switching between additive blending). I presume this is a similar concern to keep in mind with UE4? Is there any texture atlas support and if so, where can I find out more about it? Also, is there a way to debug possible performance issues such as these? At my previous company our framework had an internal profiler that would show me the number of times I switched draw textures in a scene and how many times I broke my batching with a blend mode change. Thanks!