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PatternGold tierPerformance

Performance optimization checklist for Blueprints

Updated 3mo ago2 look-ups
UE 5.3UE 5.4UE 5.5UE 5.6UE 5.7#performance#optimize#tick#cost#frame#slow

Reference

1. TICK MANAGEMENT: - Disable tick on static actors (SetActorTickEnabled=false). - Use SetActorTickInterval(0.1-0.5) for AI, non-critical systems. - Prefer event-driven over tick polling where possible.

2. AVOID EVERY-TICK EXPENSIVE CALLS: - GetAllActorsOfClass: cache in BeginPlay, refresh only when needed. - CastTo: cache result in variable after first cast. - GetComponentByClass: call once and store reference.

3. VISIBILITY: - SetActorHiddenInGame + SetActorTickEnabled=false for off-screen actors. - Use LOD (Level of Detail) on meshes.

4. SPAWNING: - Use object pooling for frequently spawned/destroyed actors (bullets, effects).

5. EVENTS OVER POLLING: - Use overlap events instead of periodic distance checks. - Use delegates/dispatchers instead of checking conditions each frame.