Getting Back into Unreal — Seeking Advice on Workflow in UE5.4

Hey everyone,

I’ve recently gotten back into Unreal Engine after a bit of a break (last serious project I worked on was in UE4.26), and I’m currently exploring UE5.4. Some of the new tools and updates are super exciting — especially the improvements to Nanite and World Partition — but at the same time, I feel a bit overwhelmed by how much has changed in the past couple of versions.

I’m working on a small solo project — a third-person exploration game with some light puzzle elements. Mostly using Blueprints for now, but I’m slowly transitioning parts of the logic to C++. I’ve got a few specific questions I’d love to get some feedback on:

  1. Blueprint vs. C++ in 5.4 – Is it still best practice to prototype in Blueprints and convert later, or has the integration between the two improved to the point where mixing is more seamless?
  2. World Partition – For smaller worlds (maybe 2km x 2km), is it still worth using World Partition, or does it add unnecessary overhead?
  3. Control Rig & Animation – Has anyone here integrated Control Rig in a production workflow? I’m curious if it’s mature enough for more than just prototyping.
  4. Performance Profiling – Any tips or current tools you’re using to profile games in UE5? I’ve tried Insight, but I’m not sure I’m using it to its full potential.

Also, if anyone’s open to sharing their personal workflow tips or recommended plugins that help speed up development, I’d appreciate it a lot.

Looking forward to learning from all of you — the community here has always been one of the best parts of working with Unreal.

Cheers,

Hello there @HquyyLab!

Welcome back to the community! Indeed, much has changed since UE4, many new toys to play with. It can be a lot to take in, but there are lots of guides to get back up to date. Now, regarding your inquires, here are some useful resources:

  1. Blueprint vs. C++ in UE5.4: Using Blueprints for prototypes remains the best option, the integration with C++ has improved quite a bit. Since Blueprint nativization was deprecated in UE5, you should try to keep heavy logic in C++, and use Blueprints for visual scripting and quick iteration.
  1. World Partition for Smaller Worlds: Regardless of map size, WP remains the best for worldbuilding, specially if you need to extend your levels in future iterations.
  1. Control Rig in Production: Indeed, Control Rig was fully deployed, and currently being used in multiple projects.
  1. Performance Profiling: Yeah, Unreal Insight can be a bit overwhelming, but it’s the best once you get a grasp of it capabilities. You can stick to basic commands (stat fps, stat unit, stat memory, etc) console commands, or using the GPU Visualizer, but it’s worth mastering Insight.
1 Like