Skip to content

Performance Budgets & Profiling (Blueprint Production) โ€‹

What/Why: Establish concrete performance targets and profiling workflows to maintain 60fps+ on target platforms with Blueprint-heavy projects.

Prereqs

  • Unreal Insights installed and configured
  • Target platform dev kits for accurate profiling

Performance Budgets (Concrete Targets)

Memory Budgets โ€‹

  • Mobile (iOS/Android): Total 2GB, Game 1.2GB, Blueprints 200MB, Audio 300MB
  • Console (PS5/XSX): Total 8GB, Game 6GB, Blueprints 800MB, Audio 1GB
  • PC High-end: Total 16GB+, Game 12GB, Blueprints 1.5GB, Audio 2GB
  • VR (Quest/PICO): Total 1.5GB, Game 900MB, Blueprints 150MB, Audio 200MB

Frame Time Budgets (60fps = 16.67ms total) โ€‹

  • Game Thread: 8-10ms (Blueprint logic, gameplay updates)
  • Render Thread: 10-12ms (draw calls, state changes)
  • GPU Frame: 14-16ms (geometry, lighting, effects)
  • Blueprint VM: 2-3ms maximum (event processing, calculations)

Blueprint-Specific Optimization โ€‹

Steps

  1. Blueprint Profiling Setup
  • Enable Blueprint Profiler in Editor Preferences โ†’ Performance
  • Use Stat BlueprintGraph to see per-Blueprint execution time
  • Monitor with Stat Memory for Blueprint memory allocation
  • Profile on device: package Development build with Blueprint profiling enabled
  1. Blueprint Performance Patterns
  • Avoid: Complex math in Tick; use Timers at 10-20Hz instead
  • Cache: Expensive lookups (GetPlayerController, GetGameMode) in Begin Play
  • Pool: Arrays and objects; clear/reuse vs create/destroy
  • Batch: Multiple small operations into single events (inventory updates)
  1. Memory Management
  • Use Stat Memory Blueprint to track Blueprint object allocation
  • Clear large arrays when not needed: Array.Empty() vs Array.Reset()
  • Avoid circular references in Blueprint object graphs
  • Use Soft References for non-critical assets; Hard References for critical gameplay
  1. GPU Performance with Blueprints
  • Use Stat GPU and ProfileGPU console command
  • Monitor Blueprint-driven material parameter changes (avoid per-frame updates)
  • Batch Blueprint FX spawning; use object pools for particles
  • Control LOD via Blueprint: Set LOD on Skeletal/Static Mesh Components
  1. Insights Integration Workflow
  • Launch game with -trace=cpu,gpu,memory,blueprint
  • Capture 30-60 seconds of typical gameplay
  • Analyze in Insights: find Blueprint hotspots in CPU timeline
  • Focus on: Event frequency, large allocations, long-running functions
  1. Automated Performance Gates
  • Create BP_PerformanceMonitor (GameInstanceSubsystem)
  • Functions: CheckFrameRate(), CheckMemoryUsage(), LogPerformanceWarning()
  • Trigger warnings when budgets exceeded; disable features dynamically
  • Use DataAsset for platform-specific thresholds

Data

  • DA_PlatformBudgets: frame time, memory, and quality targets per platform
  • Performance telemetry: log framerate percentiles, memory peaks, Blueprint hotspots

Networking

  • Network thread budget: 2-3ms for replication processing
  • Monitor with Stat Net: packet size, send rate, processing time

Performance

  • Critical: maintain budgets under stress (100+ Blueprints active, heavy combat)
  • Profile worst-case scenarios: maximum players, complex UI, streaming loads

Testing

  • Automated tests: spawn 100+ Blueprint actors, measure frame time consistency
  • Platform validation: run on minimum spec hardware for each target
  • Stress scenarios: memory pressure, thermal throttling, background apps

Production Monitoring โ€‹

  1. Runtime Performance Telemetry
  • Collect frame rate percentiles (1%, 5%, average) per play session
  • Track Blueprint execution spikes and memory allocation peaks
  • Log when dynamic quality scaling triggers due to performance pressure
  1. Blueprint Complexity Metrics
  • Nodes per Blueprint (target: <500 for gameplay, <100 for UI)
  • Function call depth (target: <10 levels)
  • Array sizes and iteration counts in hot paths
  1. Platform-Specific Validation
  • iOS/Android: thermal throttling response, memory warnings
  • Console: loading time validation, suspend/resume handling
  • PC: wide hardware range testing, driver compatibility

Suggested prompts โ€‹

  • "UE 5.6 Blueprints only. Create a BP_PerformanceMonitor subsystem that warns when frame time exceeds platform budgets and disables features dynamically."
  • "Show Blueprint profiling workflow using Stat commands and Insights to find performance bottlenecks in Blueprint execution."
  • "Provide memory budget breakdown for Blueprint-heavy mobile game with concrete MB targets per system."
  • "Create automated performance testing Blueprint that spawns stress scenarios and validates frame rate consistency."

Prompts for this example

  • "Write Blueprint nodes to measure current frame time and trigger performance warnings when exceeding 16.67ms budget."
  • "Show memory profiling setup to track Blueprint object allocation and identify memory leaks in large Blueprint graphs."

โšก Performance & Optimization

2 of 3 completed