Tutorial: The Great Hitch Hunt: Tracking Down Every Frame Drop

Hear ye, developers! A scourge plagues our beloved industry. Grab your pitchforks and rally with Ari “the Hitch Hunter” Arnbjörnsson as he arms you with the tools and knowledge to eliminate the different hitches lurking in our games once and for all.

https://dev.epicgames.com/community/learning/tutorials/6XW8/unreal-engine-the-great-hitch-hunt-tracking-down-every-frame-drop

Incredible stuff as always Ari!

I think having a “SpawnActorAsync” method - similar to how LoadAssetAsync works would be great addition. It would allow you guys the interface to handle actor initialization on background thread and spread it across frames if need be. To be honest having async variants of as many operations as possible is a good idea in general because sync calls really limit what you guys can do in UE side to optimize operations.

1 Like

good stuff

Thanks for the fun introduction to profiling! I have a questions regarding Packed Level Actors. Are these useful even without World Partition? Say for a VR game? Any input appreciated!