What problem does it solve? Unreal Engine's renderer couples Nanite, Virtual Shadow Maps, TSR, and post-process into a complex pipeline, and misconfiguring any piece causes silent fallbacks, visual artifacts, or wasted GPU budget. This Skill gives an AI agent the exact APIs, cvars, and engine-source citations needed to configure and diagnose these systems correctly. ## Core Features & Use Cases - Nanite configuration: Enable and tune Nanite on static and skeletal meshes via FMeshNaniteSettings, including fallback meshes, displacement/tessellation, and WPO distance thresholds. - Rendering pipeline reasoning: Choose between deferred and forward shading, TSR/TAAU/FXAA/MSAA, configure FPostProcessSettings in C++ or volumes, and render scenes to textures with USceneCaptureComponent2D. - Diagnostics and tuning: Diagnose why Nanite silently falls back (translucency, forward rendering, VR stereo) and tune high-leverage r.* cvars for performance. - Use Case: An agent enabling Nanite on a spline-based road mesh sets MaxEdgeLengthFactor to prevent cluster culling pops, verifies the result with Nanite visualization modes, and cites the exact engine source lines for each API used. ## Quick Start Use this skill to enable Nanite on a static mesh from C++ editor scripting and explain why it falls back on translucent materials.