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Performance and Memory (Blueprint) โ€‹

๐Ÿ“š Performance Resources & Documentation โ€‹

Official Performance Guides: โ€‹

Profiling & Analysis: โ€‹

Advanced Performance Tutorials: โ€‹


โšก Performance Fundamentals โ€‹

What/Why: Avoid the usual traps in BP-heavy projects and keep frames stable.

Prereqs

  • Profiling tools: Stat Unit, Stat GPU, Insights

Steps

  1. Eliminate tick
  • Replace with timers, events, latent nodes; centralize updates
  1. Async everything heavy
  • Soft refs + async load; prefetch in transitions
  1. Pool and reuse
  • Object pools for projectiles/FX; avoid spawn/destroy churn
  1. LOD and HLOD
  • Use Nanite settings and HLOD for large worlds; VT for heavy materials

Data

  • Keep heavy refs out of always-loaded assets

Testing

  • Capture budgets; set gates for ms/frame and memory; regress regularly

Suggested prompts โ€‹

  • โ€œReplace a tick-based loop with timers and events; show before/after.โ€
  • โ€œSet up a basic object pool in a component.โ€
  • โ€œChecklist to find hidden tick costs in a Blueprint.โ€

Prompts for this example

  • โ€œProvide a timer-driven interaction scan at 10 Hz that replaces Tick.โ€

โšก Performance & Optimization

1 of 3 completed

๐Ÿ’ก Recommended Next Steps

๐Ÿ“Š MonitoringPerformance Budgets & ProfilingSet up concrete performance monitoring and budgets