Performance and Memory (Blueprint) โ
๐ Performance Resources & Documentation โ
Official Performance Guides: โ
- ๐ Blueprint Performance Guidelines - Official optimization patterns
- ๐ Unreal Insights Profiler - Advanced profiling tools
- ๐ Memory Management - Memory optimization strategies
Profiling & Analysis: โ
- ๐ Blueprint Profiler - Blueprint-specific performance analysis
- ๐ Stat Commands Reference - Performance monitoring commands
- ๐ Platform Performance Guidelines - Target platform optimization
Advanced Performance Tutorials: โ
- ๐ฅ Blueprint VM Optimization - Advanced VM performance techniques
- ๐ฅ Memory Pool Management - Custom pooling systems
- ๐ฅ Large World Performance - Open world optimization patterns
โก 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
- Eliminate tick
- Replace with timers, events, latent nodes; centralize updates
- Async everything heavy
- Soft refs + async load; prefetch in transitions
- Pool and reuse
- Object pools for projectiles/FX; avoid spawn/destroy churn
- 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
- โReplace a tick-based loop with timers and events; show before/after.โ
- โSet up a basic object pool in a component.โ
- โChecklist to find hidden tick costs in a Blueprint.โ
Prompts for this example
- โProvide a timer-driven interaction scan at 10 Hz that replaces Tick.โ