Tutorial: Myth-busting "Best Practices" in Unreal Engine

Are Ticks really that problematic? Should you make all your meshes Nanite? Is the ChildActorComponent truly cursed? Should you never use Cast?
You’ve probably heard many of these so-called "best practices”. Let’s put them to the test and find out which ones are true and which ones are bust.

https://dev.epicgames.com/community/learning/tutorials/l3E0/myth-busting-best-practices-in-unreal-engine

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This is awesome Ari! Keep up the great work :guitar:

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Interesting topic! Ticks can affect performance, but their impact varies by project. Not all meshes need to be Nanite, and ChildActorComponents can be useful if used right. Excited to see your insights on these practices!

You turned that into a great talk! Good job on pointing out edge cases, and backing the claims with profiling data.

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Could you bust a myth for me? I’ve been wondering about the performance cost of Materials vs Material Instances. Some people say this is significant, others that it makes no difference.

Does this make a difference in draw counts or performance, or is it mostly an editor workflow thing?

Amazing presentation and it clarified many issues. Thanks Ari :two_hearts: