Fairly simple question here. Does Unreal do optimization behind the scenes? Like, say I have 10 different materials, but they’re all using the same shading model, is that basically like having one shader with different settings? Does Unreal then take the textures and put them into an atlas, or does it have to load each one separately? Or, say I have two different models with the same basic settings for their materials, but they’re using different textures - should I be trying to make one material that will work for both, or just make two materials because it doesn’t matter for performance?
I’m just wondering if I should be working a certain way to optimize things or just not worry about it since Unreal is doing it for me.