Unreal Engine Quality Control & Assurance 3 — Questions and Answers
Question 1: Which Unreal Engine system generates a 'Size Map' to help QA identify which assets are consuming the most memory in a cooked build?
- Asset Audit window (Correct answer)
- Memory Insights in Unreal Insights
- Reference Viewer
- Content Browser filter
Correct answer: Asset Audit window
The Asset Audit window's Size Map visualizes the memory footprint of assets hierarchically, making it easy to find over-budget resources.
Question 2: What does a 'Check In' gate in a Unreal Engine CI/CD pipeline typically run to prevent broken builds?
- Full game playthrough automation
- Compile check, cook validation, and smoke-filter automation tests (Correct answer)
- Shader compilation for all platforms
- Full LOD generation for all meshes
Correct answer: Compile check, cook validation, and smoke-filter automation tests
A pre-submit gate typically compiles the project, performs a fast cook, and runs smoke-filter tests to catch breakages before they reach the main branch.
Question 3: In UE5, which QA step is critical after enabling Lumen for the first time on a project?
- Rebuilding all Navigation Meshes
- Validating that Lumen Scene Detail and Lumen Reflections behave correctly in all target lighting conditions (Correct answer)
- Re-importing all texture assets at higher resolution
- Disabling Nanite on all static meshes
Correct answer: Validating that Lumen Scene Detail and Lumen Reflections behave correctly in all target lighting conditions
After enabling Lumen, QA must validate GI and reflection accuracy across all lighting scenarios because Lumen behaves differently from baked lighting.
Question 4: What is the purpose of the 'r.ScreenPercentage' console variable during QA performance testing?
- Sets the percentage of the screen covered by UI
- Controls the internal render resolution as a percentage of display resolution (Correct answer)
- Limits how many NPCs render on screen
- Adjusts the shadow map coverage area
Correct answer: Controls the internal render resolution as a percentage of display resolution
'r.ScreenPercentage' scales the internal rendering resolution, allowing QA to test performance at various resolution scales including TSR/DLSS upscaling scenarios.
Question 5: When a Blueprint script causes a 'Accessed None' runtime error, which UE editor setting helps QA catch these during automated tests?
- Enable Blueprint breakpoints on all nodes
- Set 'Blueprint Debug Mode' to Slow
- Enable 'Accessed None' warnings as errors in Project Settings > Blueprints (Correct answer)
- Disable Blueprint nativization
Correct answer: Enable 'Accessed None' warnings as errors in Project Settings > Blueprints
Promoting 'Accessed None' warnings to errors in Project Settings causes Blueprint null-access bugs to halt the game, making them detectable in automated runs.
Question 6: Which Unreal Engine profiling tool is best suited for catching CPU hitches caused by garbage collection during QA?
- RenderDoc
- Unreal Insights with CPU track and GC markers (Correct answer)
- GPU Visualizer
- Stat UnitGraph
Correct answer: Unreal Insights with CPU track and GC markers
Unreal Insights captures GC timing markers on the CPU track, letting you see exactly when and how long garbage collection pauses occur.
Question 7: What QA check should be performed after every Blueprint recompile in a networked Unreal Engine project?
- Verify that all replication properties still have correct replication conditions (Correct answer)
- Rebuild the NavMesh
- Re-cook all audio assets
- Regenerate PCG graphs
Correct answer: Verify that all replication properties still have correct replication conditions
Blueprint recompiles can silently reset or alter replication metadata, so QA must verify all replicated properties still have the intended RepNotify conditions.
Which Unreal Engine system generates a 'Size Map' to help QA identify which assets are consuming the most memory in a cooked build?