DCC production guide
Static Mesh, Skeletal Mesh, and Engine Setup Guide
Direct answer: Engine import is correct only when the asset is classified as Static Mesh or Skeletal Mesh for a reason, and the related systems—Lightmap, Navigation Mesh, Nanite, Virtual Texture, and Master Material setup—match that decision.
LightmapNaniteNavigation MeshSkeletal MeshStatic MeshVirtual Texture
Choose static or skeletal on behavior
Static Mesh suits non-deforming props, architecture, and environment kits. Skeletal Mesh is required when bones or driven deformation matter. Misclassification creates unnecessary runtime overhead or blocks the animation features the asset actually needs.
Lighting and materials
Lightmap review matters for static environment assets that bake lighting. Master Material review matters when material instances are expected to expose parameters cleanly instead of duplicating shaders per asset. A correct import should preserve the material logic the content team intends to scale.
Nanite, virtual textures, and streaming
Nanite and Virtual Texture are project features, not automatic upgrades. Use them when the platform, memory budget, and content type justify it. Document why they are enabled, and test whether they change collision, material cost, or authoring expectations.
Navigation and scene behavior
Navigation Mesh checks belong to environment props and walkable geometry that can block or open routes. A visually correct import can still fail if collision or nav settings make a doorway unwalkable or a stair unusable.
Worked example
A modular wall piece may import as Static Mesh with a Lightmap channel, a Master Material instance, optional Nanite based on platform policy, and verified Navigation Mesh behavior around attached collision. A creature body, by contrast, must be Skeletal Mesh and reviewed through animation playback instead of lightmap settings.
Multilingual production terms
This table works best when the import review has to spell out which engine systems were checked for this asset and why they matter.
| 中文 | English | 日本語 | Workflow usage note |
|---|---|---|---|
| 光照贴图 | Lightmap | ライトマップ | Baked lighting requires a dedicated UV channel and resolution per static object. |
| 纳米网格体 | Nanite | Nanite | Engine virtualized geometry system; test platform, memory, and collision implications. |
| 导航网格 | Navigation Mesh | ナビメッシュ | AI and traversal data that can break when collision or walkable surfaces change. |
| 骨骼网格体 | Skeletal Mesh | スケルタルメッシュ | Mesh deformed by bones; required for characters and animated props. |
| 静态网格体 | Static Mesh | スタティックメッシュ | Non-deforming mesh for props, architecture, and environment kits. |
| 虚拟纹理 | Virtual Texture | 仮想テクスチャ | Streaming system for very large textures; verify mip and tile behavior. |
| 主材质 | Master Material | マスターマテリアル | Shared shader graph that feeds material instances; keep parameters exposed cleanly. |
Related pages and next step
Open SEELE AI workspaceFAQ
Can a Skeletal Mesh ever be cheaper than a Static Mesh?
Usually no for a non-deforming prop. Skeletal setup should only be used when animation or bone-driven deformation is actually required.
When should Lightmap review be skipped?
Skip it when the asset is fully dynamic or the project uses a lighting approach that does not rely on baked static lightmaps for that content.
What should Master Material review look for?
Check that required parameters are exposed clearly, instances remain lightweight, and the imported asset uses the intended shader path.
Why include Navigation Mesh in asset review?
Because environment geometry can break traversal or AI movement even when the render result looks correct.