# \#Optimization

**URL:** https://forums.unrealengine.com/tag/optimization/250.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

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## [Distance-based texture resampling. (WIP)](https://forums.unrealengine.com/t/distance-based-texture-resampling-wip/2853010)

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**Author:** [@Slimwaffle](https://forums.unrealengine.com/u/Slimwaffle)\
**Replies:** 0\
**Last updated:** [November 9, 2026, 7:44pm UTC](https://forums.unrealengine.com/t/distance-based-texture-resampling-wip/2853010 "2026-11-09T19:44:04Z")

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I wanted to share a material optimization feature I’ve been working on. Distance-based texture resampling. At the cost of a little ALU, each material dynamically swaps to smaller texture samples.

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## [USD Unpacker - Automatically convert general actors to functional actors](https://forums.unrealengine.com/t/usd-unpacker-automatically-convert-general-actors-to-functional-actors/2721347)

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**Author:** [@rvakato](https://forums.unrealengine.com/u/rvakato)\
**Replies:** 1\
**Last updated:** [October 31, 2026, 8:50am UTC](https://forums.unrealengine.com/t/usd-unpacker-automatically-convert-general-actors-to-functional-actors/2721347 "2026-10-31T08:50:22Z")

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I use USD to sync data between Blender and Unreal Engine at my side project.(recognising that USD is primarily an interchange format rather than a final import solution). While it preserves the original data structure, t…

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## [Object pooling in Unreal Engine Blueprint: stop spawn and destroy](https://forums.unrealengine.com/t/object-pooling-in-unreal-engine-blueprint-stop-spawn-and-destroy/2847158)

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**Author:** [@BWGGames](https://forums.unrealengine.com/u/BWGGames)\
**Replies:** 0\
**Last updated:** [October 30, 2026, 2:52pm UTC](https://forums.unrealengine.com/t/object-pooling-in-unreal-engine-blueprint-stop-spawn-and-destroy/2847158 "2026-10-30T14:52:46Z")

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Spawning and destroying the same projectile or hit effect on every shot repeats work a pool can skip. A pool keeps released actors hidden and reuses them. Steps in Blueprint: Where you call Spawn Actor from Class for a…

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## [NextGen Settings: A cross-platform graphics configuration plugin to bring AAA graphics menus to any team.](https://forums.unrealengine.com/t/nextgen-settings-a-cross-platform-graphics-configuration-plugin-to-bring-aaa-graphics-menus-to-any-team/2650664)

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**Author:** [@JohnLogostini](https://forums.unrealengine.com/u/JohnLogostini)\
**Replies:** 21\
**Last updated:** [October 14, 2026, 10:05am UTC](https://forums.unrealengine.com/t/nextgen-settings-a-cross-platform-graphics-configuration-plugin-to-bring-aaa-graphics-menus-to-any-team/2650664 "2026-10-14T10:05:26Z")

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I am working on a next-generation graphics menu system intended to bring AAA levels of in-game customization to any team. I have built systems in the past for both personal projects and full game projects, and this plugi…

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## [\[LFW PAID\] Unreal senior gameplay/developer 10+ years](https://forums.unrealengine.com/t/lfw-paid-unreal-senior-gameplay-developer-10-years/150505)

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**Author:** [@Ferox](https://forums.unrealengine.com/u/Ferox)\
**Replies:** 8\
**Last updated:** [October 6, 2026, 10:11am UTC](https://forums.unrealengine.com/t/lfw-paid-unreal-senior-gameplay-developer-10-years/150505 "2026-10-06T10:11:41Z")

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Hey, I’m Dima, an Senior/Lead Unreal developer with 10+ years of experience. I focus mostly on gameplay (GAS), development and project optimization (profiling, fixing bottlenecks, increasing FPS, etc.). Looking for remo…

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## [Perfectly Optimized - Free Template Made for Older Hardware](https://forums.unrealengine.com/t/perfectly-optimized-free-template-made-for-older-hardware/2684738)

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**Author:** [@UnrealGameDev](https://forums.unrealengine.com/u/UnrealGameDev)\
**Replies:** 17\
**Last updated:** [September 24, 2026, 3:12pm UTC](https://forums.unrealengine.com/t/perfectly-optimized-free-template-made-for-older-hardware/2684738 "2026-09-24T15:12:45Z")

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Perfectly Optimized – UE5 Lightweight Starter Template Perfectly Optimized is a streamlined Unreal Engine 5 starter template specifically engineered to deliver substantial performance gains on lower-end hardware. Whil…

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## [\[Free\]\[Beta\] WCW Memory Monitor — live RAM / VRAM / LLM / TextureGroup HUD for UE 5.6–5.8](https://forums.unrealengine.com/t/free-beta-wcw-memory-monitor-live-ram-vram-llm-texturegroup-hud-for-ue-5-6-5-8/2833785)

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**Author:** [@Yu.Kajii](https://forums.unrealengine.com/u/Yu.Kajii)\
**Replies:** 0\
**Last updated:** [September 24, 2026, 2:20am UTC](https://forums.unrealengine.com/t/free-beta-wcw-memory-monitor-live-ram-vram-llm-texturegroup-hud-for-ue-5-6-5-8/2833785 "2026-09-24T02:20:36Z")

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Hi all — sharing a small open-source plugin we built for late-project memory work. Memory issues in Unreal usually show up in real gameplay — a TextureGroup blows its budget, the streaming pool gets noisy, textures go s…

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## [Unreal Engine 5.8 — Next-Gen Performance, Stability & Mobile Optimization Initiative ](https://forums.unrealengine.com/t/unreal-engine-5-8-next-gen-performance-stability-mobile-optimization-initiative/2817807)

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**Author:** [@SuddenShrimp7289](https://forums.unrealengine.com/u/SuddenShrimp7289)\
**Replies:** 0\
**Last updated:** [September 18, 2026, 5:42pm UTC](https://forums.unrealengine.com/t/unreal-engine-5-8-next-gen-performance-stability-mobile-optimization-initiative/2817807 "2026-09-18T17:42:47Z")

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Title: Unreal Engine 5.8 — Next-Gen Performance, Stability & Mobile Optimization Initiative Hello Epic Games / Unreal Engine Team, I would like to share a concept for the continued improvement of Unreal Engine 5.8, foc…

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## [Echoes of the Lost - solo-developed survival horror in UE 5.8](https://forums.unrealengine.com/t/echoes-of-the-lost-solo-developed-survival-horror-in-ue-5-8/2794440)

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**Author:** [@SLM\_CryNet](https://forums.unrealengine.com/u/SLM_CryNet)\
**Replies:** 0\
**Last updated:** [September 17, 2026, 7:36am UTC](https://forums.unrealengine.com/t/echoes-of-the-lost-solo-developed-survival-horror-in-ue-5-8/2794440 "2026-09-17T07:36:34Z")

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Hi everyone! I’d like to share Echoes of the Lost, a single-player cinematic survival horror I’m developing solo, part-time, in Unreal Engine 5.8. The Steam page is now live, and I’ve put together an announcement teaser…

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## [Echoes of the Lost - solo-developed survival horror in UE 5.8 (Lumen, no Nanite)](https://forums.unrealengine.com/t/echoes-of-the-lost-solo-developed-survival-horror-in-ue-5-8-lumen-no-nanite/2776241)

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**Author:** [@SLM\_CryNet](https://forums.unrealengine.com/u/SLM_CryNet)\
**Replies:** 0\
**Last updated:** [September 16, 2026, 1:20pm UTC](https://forums.unrealengine.com/t/echoes-of-the-lost-solo-developed-survival-horror-in-ue-5-8-lumen-no-nanite/2776241 "2026-09-16T13:20:59Z")

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Hi everyone! I’d like to share Echoes of the Lost, a single-player cinematic survival horror I’m developing solo, part-time, in Unreal Engine 5.8. The Steam page is now live, and I’ve put together an announcement teaser…

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## [\[Update\] Level Benchmark V2 - Budgets, CI Regression Gating, and a Nanite/Lumen Advisor](https://forums.unrealengine.com/t/update-level-benchmark-v2-budgets-ci-regression-gating-and-a-nanite-lumen-advisor/2754008)

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**Author:** [@UnrealGameDev](https://forums.unrealengine.com/u/UnrealGameDev)\
**Replies:** 0\
**Last updated:** [September 2, 2026, 8:58am UTC](https://forums.unrealengine.com/t/update-level-benchmark-v2-budgets-ci-regression-gating-and-a-nanite-lumen-advisor/2754008 "2026-09-02T08:58:30Z")

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Hey yall, Level Benchmark just got its biggest update since launch. If you haven’t seen it before: it’s an editor-only plugin that scans your currently-loaded level and hands back a single report on what’s actually co…

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## [AxomCore – Centralised C++ Gameplay Simulation & Scheduling Framework for UE5 ](https://forums.unrealengine.com/t/axomcore-centralised-c-gameplay-simulation-scheduling-framework-for-ue5/2742716)

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**Author:** [@673max01](https://forums.unrealengine.com/u/673max01)\
**Replies:** 0\
**Last updated:** [August 11, 2026, 1:42am UTC](https://forums.unrealengine.com/t/axomcore-centralised-c-gameplay-simulation-scheduling-framework-for-ue5/2742716 "2026-08-11T01:42:15Z")

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I’ve been developing a UE5 project with a lot of systems that need to respond to simulated time - world simulation, scheduled events, recurring gameplay logic and systems that need to keep running without relying on indi…

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## [Unreal Engine Tool: Level Optimise](https://forums.unrealengine.com/t/unreal-engine-tool-level-optimise/2653765)

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**Author:** [@JRow](https://forums.unrealengine.com/u/JRow)\
**Replies:** 3\
**Last updated:** [August 9, 2026, 12:01am UTC](https://forums.unrealengine.com/t/unreal-engine-tool-level-optimise/2653765 "2026-08-09T00:01:31Z")

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I made a tool which can help you Quickly identify bugs and optimisation opportunities in your UE5 levels! You can check it out on the FAB marketplace HERE A LEVEL-FOCUSED TOOL - search your level actors for: 47 Diffe…

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## [Very high ShadowDepths cost with CSM despite aggressive shadow optimization (UE 5.5.4)](https://forums.unrealengine.com/t/very-high-shadowdepths-cost-with-csm-despite-aggressive-shadow-optimization-ue-5-5-4/2735050)

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**Author:** [@BioFrost.in](https://forums.unrealengine.com/u/BioFrost.in)\
**Replies:** 1\
**Last updated:** [July 12, 2026, 2:08am UTC](https://forums.unrealengine.com/t/very-high-shadowdepths-cost-with-csm-despite-aggressive-shadow-optimization-ue-5-5-4/2735050 "2026-07-12T02:08:06Z")

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Hi everyone, I’m trying to track down an unusually high ShadowDepths cost in UE 5.5.4 and I’m running out of ideas. My project is an open world using: Unreal Engine 5.5.4 Cascaded Shadow Maps (NOT Virtual Shadow Maps…

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## [Project Optimise - Tool to help find potential problems and optimisations in your projects](https://forums.unrealengine.com/t/project-optimise-tool-to-help-find-potential-problems-and-optimisations-in-your-projects/1251822)

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**Author:** [@JRow](https://forums.unrealengine.com/u/JRow)\
**Replies:** 3\
**Last updated:** [June 29, 2026, 9:51pm UTC](https://forums.unrealengine.com/t/project-optimise-tool-to-help-find-potential-problems-and-optimisations-in-your-projects/1251822 "2026-06-29T21:51:36Z")

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Unreal Engine Tool: Project Optimise I made a tool to help you find potential problems and optimisations in your Unreal Engine 5 projects (currently works with UE5.3, 5.4, 5.5). It’s built using Unreal Editor Utility Wi…

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## [Is 500 MB Current / 2 GB Peak Texture Memory Too Much for Low-End PCs?](https://forums.unrealengine.com/t/is-500-mb-current-2-gb-peak-texture-memory-too-much-for-low-end-pcs/2731917)

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**Author:** [@e7de84f7c71249dc8a21a7d1f05899f3](https://forums.unrealengine.com/u/e7de84f7c71249dc8a21a7d1f05899f3)\
**Replies:** 4\
**Last updated:** [June 28, 2026, 9:51am UTC](https://forums.unrealengine.com/t/is-500-mb-current-2-gb-peak-texture-memory-too-much-for-low-end-pcs/2731917 "2026-06-28T09:51:29Z")

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I’m optimizing the textures in my game and checking the texture statistics in Unreal Engine. Currently, the texture memory usage is around 500 MB, and it can peak at about 2 GB in some situations. I learned that n…

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## [Giovanelli Precompiler & Loading Screen PSO](https://forums.unrealengine.com/t/giovanelli-precompiler-loading-screen-pso/2731800)

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**Author:** [@Giovanelli](https://forums.unrealengine.com/u/Giovanelli)\
**Replies:** 0\
**Last updated:** [June 26, 2026, 11:21pm UTC](https://forums.unrealengine.com/t/giovanelli-precompiler-loading-screen-pso/2731800 "2026-06-26T23:21:55Z")

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:rocket: About the Plugin Have you ever played an Unreal Engine title that stutters every time a new effect appears on screen? That is the dreaded Shader Compilation Stuttering. The Giovanelli Precompiler is an AAA-l…

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## [Giovanelli Performance & Workflow Toolkit PRO - AI Assistant](https://forums.unrealengine.com/t/giovanelli-performance-workflow-toolkit-pro-ai-assistant/2731797)

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**Author:** [@Giovanelli](https://forums.unrealengine.com/u/Giovanelli)\
**Replies:** 0\
**Last updated:** [June 26, 2026, 11:17pm UTC](https://forums.unrealengine.com/t/giovanelli-performance-workflow-toolkit-pro-ai-assistant/2731797 "2026-06-26T23:17:17Z")

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Giovanelli Performance & Workflow Toolkit 2.0 — “IA Assistant” Master Performance. Accelerate Your Workflow. Ship with Confidence. Updates LOD Auditor: Selects all assets without LOD Active LOD: Act…

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## [Material Merge makes my house mesh look very low quality. What am I doing wrong?](https://forums.unrealengine.com/t/material-merge-makes-my-house-mesh-look-very-low-quality-what-am-i-doing-wrong/2730306)

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**Author:** [@e7de84f7c71249dc8a21a7d1f05899f3](https://forums.unrealengine.com/u/e7de84f7c71249dc8a21a7d1f05899f3)\
**Replies:** 1\
**Last updated:** [June 26, 2026, 12:10pm UTC](https://forums.unrealengine.com/t/material-merge-makes-my-house-mesh-look-very-low-quality-what-am-i-doing-wrong/2730306 "2026-06-26T12:10:39Z")

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Hi everyone, I purchased a house asset from the Marketplace. Each house is a single Static Mesh, but it has more than 10 material slots (some of them have around 20 material slots). Since I was worried about the hig…

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## [Need help understanding HLOD and World Partition for distance-based proxy mesh switching in UE5](https://forums.unrealengine.com/t/need-help-understanding-hlod-and-world-partition-for-distance-based-proxy-mesh-switching-in-ue5/2730765)

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**Author:** [@e7de84f7c71249dc8a21a7d1f05899f3](https://forums.unrealengine.com/u/e7de84f7c71249dc8a21a7d1f05899f3)\
**Replies:** 2\
**Last updated:** [June 23, 2026, 5:42pm UTC](https://forums.unrealengine.com/t/need-help-understanding-hlod-and-world-partition-for-distance-based-proxy-mesh-switching-in-ue5/2730765 "2026-06-23T17:42:13Z")

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Hi everyone, I’m trying to create a system in Unreal Engine 5 where distant objects are replaced by a single merged proxy mesh with one material, and when the player gets closer, it switches back to the original collect…

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## [Landscape Spline Road Merged Into One Static Mesh Doesnt Use LODs](https://forums.unrealengine.com/t/landscape-spline-road-merged-into-one-static-mesh-doesnt-use-lods/2671527)

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**Author:** [@golos91](https://forums.unrealengine.com/u/golos91)\
**Replies:** 1\
**Last updated:** [June 15, 2026, 2:42pm UTC](https://forums.unrealengine.com/t/landscape-spline-road-merged-into-one-static-mesh-doesnt-use-lods/2671527 "2026-06-15T14:42:57Z")

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Hi everyone! I created my roads using the Landscape Spline Tool in Unreal Engine 5.5. Everything worked fine, but the spline generated around 10 000 draw callsand about 100 000 primitives when looking at the whole map. …

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## [\[Feature Request\] AI-Driven Platform-Specific Backend Optimization for Cross-Platform Compilations ](https://forums.unrealengine.com/t/feature-request-ai-driven-platform-specific-backend-optimization-for-cross-platform-compilations/2728316)

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**Author:** [@freddy\_fazber1](https://forums.unrealengine.com/u/freddy_fazber1)\
**Replies:** 0\
**Last updated:** [June 12, 2026, 8:32pm UTC](https://forums.unrealengine.com/t/feature-request-ai-driven-platform-specific-backend-optimization-for-cross-platform-compilations/2728316 "2026-06-12T20:32:21Z")

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\[Feature Request / RFC\] AI-Driven Platform-Specific Backend Optimization Layer for Cross-Platform Engines Abstract This proposal introduces a conceptual architecture for decoupling High-Level Gameplay Logic from Low-Leve…

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## [Game Programmer (C++ | Blueprints | Unreal Engine 4/5 | Multiplayer | GAS)](https://forums.unrealengine.com/t/game-programmer-c-blueprints-unreal-engine-4-5-multiplayer-gas/2726646)

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**Author:** [@Amir\_0717](https://forums.unrealengine.com/u/Amir_0717)\
**Replies:** 0\
**Last updated:** [June 6, 2026, 6:54am UTC](https://forums.unrealengine.com/t/game-programmer-c-blueprints-unreal-engine-4-5-multiplayer-gas/2726646 "2026-06-06T06:54:56Z")

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Game Programmer (C++ | Blueprints | Unreal Engine 4/5 | Multiplayer | GAS) Hi, I am Amir, Sr. Unreal Engine Gameplay Programmer since 2021 with 3+ years of professional studio experience. I specialize in multiplayer sys…

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## [Transferring Maya Lattice Deformations to UE5 Safely (Walkthrough & Teaser)](https://forums.unrealengine.com/t/transferring-maya-lattice-deformations-to-ue5-safely-walkthrough-teaser/2726146)

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**Author:** [@tokejepsen](https://forums.unrealengine.com/u/tokejepsen)\
**Replies:** 0\
**Last updated:** [June 3, 2026, 9:38pm UTC](https://forums.unrealengine.com/t/transferring-maya-lattice-deformations-to-ue5-safely-walkthrough-teaser/2726146 "2026-06-03T21:38:41Z")

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Hello developers, When building stylized assets, relying solely on linear joint weights isn’t always enough to get the look right. However, bringing complex lattice deformations from Maya into a real-time environment us…

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## [Game Programmer (C++ | Blueprints | Unreal Engine 4/5 | Game Porting)](https://forums.unrealengine.com/t/game-programmer-c-blueprints-unreal-engine-4-5-game-porting/2053121)

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**Author:** [@marooncavalry](https://forums.unrealengine.com/u/marooncavalry)\
**Replies:** 14\
**Last updated:** [June 3, 2026, 7:07pm UTC](https://forums.unrealengine.com/t/game-programmer-c-blueprints-unreal-engine-4-5-game-porting/2053121 "2026-06-03T19:07:58Z")

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Services Hi, I am Charlie, Game Programmer since 2021. I have an extensive knowledge of Game Development in Unreal Engine using C++ and Blueprints. I have worked with teams to make dream of ideas about game comes to lif…

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## [Severe frame-pacing and garbage collection issues in UE5 titles on High-End hardware ](https://forums.unrealengine.com/t/severe-frame-pacing-and-garbage-collection-issues-in-ue5-titles-on-high-end-hardware/2722703)

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**Author:** [@Niel4213](https://forums.unrealengine.com/u/Niel4213)\
**Replies:** 0\
**Last updated:** [May 17, 2026, 1:35pm UTC](https://forums.unrealengine.com/t/severe-frame-pacing-and-garbage-collection-issues-in-ue5-titles-on-high-end-hardware/2722703 "2026-05-17T13:35:56Z")

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Dear Epic Games Engine Team, I am reaching out as a PC enthusiast and player to provide critical feedback regarding the current state of Unreal Engine 5’s performance, specifically concerning its asset-streaming and mem…

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## [Profiling is tough. Performance Analyzer makes it easier.](https://forums.unrealengine.com/t/profiling-is-tough-performance-analyzer-makes-it-easier/2719783)

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**Author:** [@UsefulCode](https://forums.unrealengine.com/u/UsefulCode)\
**Replies:** 0\
**Last updated:** [May 4, 2026, 5:56am UTC](https://forums.unrealengine.com/t/profiling-is-tough-performance-analyzer-makes-it-easier/2719783 "2026-05-04T05:56:44Z")

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Documentation Discord Performance Analyzer is an Unreal Engine editor plugin that turns CSV profiler captures into clear, actionable HTML performance reports. Instead of digging through raw CSV files and …

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## [\[UE 5.7.4\] StateTree Dominance: Tick-Optimized AI Architecture for High-Resolution PVE](https://forums.unrealengine.com/t/ue-5-7-4-statetree-dominance-tick-optimized-ai-architecture-for-high-resolution-pve/2716198)

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**Author:** [@SheychX](https://forums.unrealengine.com/u/SheychX)\
**Replies:** 0\
**Last updated:** [April 17, 2026, 4:07pm UTC](https://forums.unrealengine.com/t/ue-5-7-4-statetree-dominance-tick-optimized-ai-architecture-for-high-resolution-pve/2716198 "2026-04-17T16:07:38Z")

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In the development of The Last Signal (TLS), a high-resolution third-person shooter, we faced the standard architectural challenge: scaling high-density PVE waves without sacrificing CPU cycles. Many “Indie” projects suf…

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## [HIKE: Beyond the Trails](https://forums.unrealengine.com/t/hike-beyond-the-trails/2473544)

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**Author:** [@Parazso](https://forums.unrealengine.com/u/Parazso)\
**Replies:** 8\
**Last updated:** [March 22, 2026, 10:33pm UTC](https://forums.unrealengine.com/t/hike-beyond-the-trails/2473544 "2026-03-22T22:33:34Z")

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Nature That Looks Back at You Step into a world where nature is not just a backdrop, but a living, breathing protagonist. An experience inspired by real-world landscapes awaits you yet it offers far more than mere sc…

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## [Optimizing a bullet tracer effect in Unreal Engine until my GPU stopped crying](https://forums.unrealengine.com/t/optimizing-a-bullet-tracer-effect-in-unreal-engine-until-my-gpu-stopped-crying/2706505)

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**Author:** [@Daniel\_Milkov](https://forums.unrealengine.com/u/Daniel_Milkov)\
**Replies:** 0\
**Last updated:** [March 16, 2026, 2:12pm UTC](https://forums.unrealengine.com/t/optimizing-a-bullet-tracer-effect-in-unreal-engine-until-my-gpu-stopped-crying/2706505 "2026-03-16T14:12:29Z")

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I made a small Unreal Engine plugin for bullet tracers and wanted to see how far I could push it. The video shows a stress test with a lot of tracers on screen at once. Goal was to keep it very lightweight and mo…

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