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
- Blueprint Profiling Setup
- Enable
Blueprint Profilerin Editor Preferences โ Performance - Use
Stat BlueprintGraphto see per-Blueprint execution time - Monitor with
Stat Memoryfor Blueprint memory allocation - Profile on device: package Development build with Blueprint profiling enabled
- 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)
- Memory Management
- Use
Stat Memory Blueprintto track Blueprint object allocation - Clear large arrays when not needed:
Array.Empty()vsArray.Reset() - Avoid circular references in Blueprint object graphs
- Use Soft References for non-critical assets; Hard References for critical gameplay
- GPU Performance with Blueprints
- Use
Stat GPUandProfileGPUconsole 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 LODon Skeletal/Static Mesh Components
- 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
- 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
- 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
- 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
- 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_PerformanceMonitorsubsystem 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."