Work From Home Tips & Tricks | Share yours!

Built an renovated a new home office with full laser printer high DPI setup for still frame renders.
Massive 65 inch full 4k screen to work on in a relaxing new setup that’s comfortable for the size of the screen.
It took years for me to collect the vast amount of content across many editors that bridge into UE so i recommend having a few good resource services & sites if your working solo or with few people in development.

High end computer, currently running with a 12GB Nvida card that fully supports ray tracing & DLSS, i have a full 256GB for my i9 extreme core which helps hold more in a scene without crashing to desktop, the extra memory and the cpu that’s takes full advantage of all the extra onboard ram, that extra memory comes in handy for caching large detailed models, i have reduced load times somewhat with the way i have setup the computer i’d be lucky to wait 10 minutes for anything too load from the market where some people take hours, I can pack hundreds of GBs into one project and run it stable with little drop in FPS, i find certain editors are poorly optimised no matter how high end your rig is so a good editor like Unreal makes all the difference running on high end machines.
Have the necessary bridges that work for the content you use or know how to quickly add & remove content without destroying your project.

Intergration with other projects or assets may require the correct documentation and support for problem solving, not all content has well informed or knowledgeable people in charge of it’s creation, they only might be learning like many developers and fail to correspond to questions that range outside of the framework they have created, what i mean by that is asking a developer that created a character to fully animate it with a control & inventory system or asking how to do that when it should be a standard set of instructions from UE and it’s support of modules in projects for whatever mesh your using.
So certain types of skeletons should always have documentation on how to merge the skeleton with UE’s current mannequin for whatever version 4 or 5.
Having the right bone rig & and in some cases IK foot rotations for skeletons matching UE’s mannequins is a must for accurately setting up future animations for the blueprint & controller you’re designing.

This all depends on what kind of platform you plan on developing, i refer to games that run third person mannequins which can be difficult to get working in an interactive environment.