HOW TO CREATE TEXTURE ATLASES PROPERLY?

@sarahlenker I’m really happy to hear that! Thank you so much Sarah! Also models I made in Blender are extremly lowpoly(no lods) , I’m managing only culling distance to stop rendering far hism from player and actually deactivating static meshes via bp. I don’t think I’m having performance issues. Fps are higher than 50. I’ve not pool alerts. Also when I go in simulation using stat tracking tools, they’re showned in green (is a good status right?) and values are low (materials memory, texture memory ecc..) . In general, I’ve few unique stuffs because I’m randomly reusing and customizing the same textures via scalar parameters and a material function for example.

AH :sweat_smile: So Can I use moveable lights for my indie project? Because I knew they’re not performance friendly. There’s something else should I do to optimize lightning? Idk why, maybe it’s just me and the fact I’m still learning but often I feel like what I’m doing to make the project lighter and accessible to everyone is never enough.

Do you mean something like unique textures in the same atlas? Or another method?