Optimise UE: User & Implementation Guide1. Project-Wide Audit
Documentation: https://docs.google.com/document/d/1FBS6L9pGA_hASTKB7u2VUpK4tA7vXVcOJJ861nnkFRs/edit?usp=sharing
Use these tools during the initial asset ingestion or at the start of each production week to prevent technical debt.
Asset Auditor: Use this to find "silent" performance killers. Run it when your project size swells or frame rates drop without an obvious cause. It identifies textures that are too large for their purpose and meshes missing LODs.
Nanite Audit: Use this when transitioning a project to UE5. It tells you exactly which meshes benefit from Nanite and which will actually perform worse (e.g., meshes with too many material slots).
Duplicate Asset Detector: Use this after importing large marketplace packs or migrating assets between projects. It finds redundant copies of the same mesh geometry to save disk space and memory.
2. Scene Preparation (The "Layout" Phase)
Use these tools once your level layout is blocked out but before you start lighting or final polish.
Cull Distance Wizard: Use this as your primary draw-call defense. Run it to stop the engine from rendering tiny props (like pebbles or small foliage) that are miles away from the camera.
ISM Converter: Use this if you have hand-placed hundreds of the same rock or crate. It merges them into "Instances," which are significantly cheaper for the GPU to render than individual actors.
Scene Cleaner: Use this to purge the Outliner. It removes "ghost" actors (Static Mesh Actors with no mesh assigned) that often accumulate during heavy iteration.
LOD Auto-Generator: Use this for background architecture or hero assets that lack distance levels. It ensures that as objects move away from the camera, they use simpler geometry.
3. Technical Polish (The "TD" Phase)
Use these tools to squeeze every bit of performance out of your GPU before a shoot.
Material Complexity Analyser: Use this to identify "Heavy" shaders. If you see too much red in the Material Complexity view mode, run this to find exactly which material is using too many texture samples or expensive transparency.
Draw Call Inspector: Use this to identify meshes that have too many material slots. In Unreal, every material slot is an extra draw call. This tool tells you which meshes need their materials "baked" or merged.
Level Texture Audit: Use this for high-end ICVFX. It looks at where your cameras are and tells you if an 8K texture is overkill for a mesh that is only 2 meters tall and far from the lens.
Light Optimiser: Use this to resolve light flickering and "red crosses" on lights. It identifies where too many dynamic lights overlap on a single surface, which is critical for stable LED wall playback.
4. Production Readiness (The "Live" Phase)
Use these tools on the day of the shoot or right before a final render.
Level Warmup: Mandatory before every shoot. Run this to force the engine to compile all shaders and load all textures into memory. This prevents the "hiccups" and "stutters" that occur when a camera first looks at a new part of the level.
Stats Dashboard: Keep this open on a second monitor. It provides a color-coded "Health Monitor" for your scene. If the GPU time turns red, you know you need to go back to the Audit phase.
Command Bento: Use this as your quick-access toolkit during a shoot. Instead of typing long console commands, use the bento grid to toggle Lumen, Nanite, or Screen-Space Reflections on and off for debugging.
Texture Optimizer: Use this for a "Global Crunch." If you are over your VRAM limit, use this to non-destructively cap all 8K textures to 4K or 2K in one click.
5. Safety & Iteration
Session History & Restore: Use this whenever you feel "bold." If you are about to resize 500 textures or change the culling on 1,000 actors, do it. If the visual quality drops too much, open the History panel and hit Restore to revert every asset to its exact previous state.
Technical Specifications Core Features
Feature 1: Multi-phase Asset & Nanite Auditing with actionable scoring and priority-based reporting.
Feature 2: Non-destructive Texture and LOD management with full Session History and one-click restoration.
Feature 3: Live Performance Monitoring and targeted Level Warmup routines to eliminate on-set technical hitches.
Feature 4: Advanced Material Complexity Analysis and Draw Call Inspection to identify shader and geometry bottlenecks.
Feature 5: Automated Light Optimization and Cull Distance management to streamline level-wide performance.
Feature 6: Categorized "Command Bento" grid for rapid access to persistent profiling and debugging toggles.
And More
Please read the documentation to understand how to use this plugin, link for which is provided in FAQ section
Code Modules
OptimiseUE: Runtime (Core logic for stats gathering, command execution, and session logging)
OptimiseUEEditor: Editor (Custom UI panels, Asset Auditor logic, and menu integrations)
Statistics
Number of Blueprints: 8 (UI Widgets and Blueprint Function Libraries)
Number of C++ Classes: 18
Network Replicated: No
Supported Platforms
Supported Development Platforms:
Windows: Yes
Mac: Yes