| Static mesh | Units, transforms, pivot, normals, UV channels, material slots, topology, and intended collision. | Reference dimensions, shading, lightmap UV, collision view, LOD or Nanite settings, and reimport stability. | Target-platform memory, draw calls, collision behavior, streaming, and representative-scene frame cost. |
| Skeletal mesh | Skeleton hierarchy, bind pose, skin weights, bone scale, morph targets, material slots, and intended physics assets. | No unexpected extra root, correct reference pose, stable deformation, compatible skeleton, morph targets, and physics setup. | Animation budget, cloth or physics behavior, LOD bone reduction, memory, and packaged-platform deformation. |
| Animation | Frame range, sample rate, root motion, takes, skeleton identity, curve names, and additive or absolute intent. | Correct sequence length, root motion, curves, retarget result, looping, compression, and montage or state-machine use. | Runtime transition quality, network or root-motion policy, animation budget, and packaged playback. |
| Materials and textures | Texture package, paths, channel packing, color space, UV sets, opacity, tangent basis, and material-slot mapping. | No missing references, correct sRGB and normal settings, expected material instances, and comparable shading. | Shader compile result, texture memory, sampler and material complexity, fallback quality, and packaging. |
| Collision and LODs | Collision naming, convexity, complexity policy, LOD naming, screen-size plan, and target budgets. | Collision view matches gameplay needs; every LOD imports, switches, and preserves materials and silhouette. | Trace and movement behavior, transition stability, target-platform cost, and no missing cooked LOD or collision data. |