What problem does it solve? Unreal Engine 5's rendering stack couples Nanite, Lumen, Virtual Shadow Maps, and temporal upscaling into a complex pipeline where misconfiguration causes silent fallbacks, visual artifacts, and wasted GPU budget. This Skill provides the exact APIs, cvars, and diagnostics needed to configure and debug that pipeline 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. - Pipeline Reasoning: Understand deferred vs forward rendering, GPU Scene instancing, Virtual Shadow Maps, Virtual Textures, and TSR/TAAU/FXAA/MSAA anti-aliasing trade-offs. - Post-Process & Scene Capture: Configure FPostProcessSettings in C++ or volumes and render scenes to textures for minimaps, mirrors, and portals. - Use Case: When a Nanite-enabled mesh silently falls back due to a translucent material, use the documented diagnostics (r.Nanite.ShowMaskedMaterialWarnings, visualization modes) to identify the cause and apply the correct fix. ## Quick Start Ask the assistant to enable Nanite on a static mesh in C++ and explain why it might fall back on translucent materials.