تخطي إلى المحتوى
الوسائط 1 للقائمة Blueprint Performance Booster

الوصف

Blueprint Performance Booster reduces the performance overhead of Blueprint nodes for complex math operations and loops.

This plugin adds a Performance Booster node that can be added to Blueprints.

  • All nodes executed from the Boost pin on the Performance Booster node will be optimized.

  • The performance gain is proportional to the number of operations making it most effective when used on loops and complex math operations.

  • Hundreds of Blueprint node types are compatible including StandardMacros, KismetMathLibrary, and Actor and Scene Component transformation functions.

  • Supported variable types are Bool, Int, Float (Double), Vector, Rotator, Transform , Quaternion, Actor, and Scene Component.

  • Supported container types are TArray, TMap, and TSet.

  • The execution can be continued to non-compatible Blueprint nodes from the Completed pin on the Performance Booster node.

Demonstration Video

Documentation

Support Email: [email protected]

Limitations

Consideration needs to be taken to which Blueprint nodes are compatible. Non-compatible nodes will give a compile error if connected to the Boost pin on the Performance Booster node. Compatible nodes are listed in the documentation.

To allow a node on the Boost pin to use an output value from a non-compatible node you need to use a set variable node before the Performance Booster node. The value can then be used by nodes on the Boost pin using a get variable node. See the documentation for additional details.

All benchmarks are conducted in an empty project in UE 5.6 using a 13th Gen Intel Core i5-13400F CPU running windows 11.

Quick-start Guide
  1. Install plugin to Unreal Engine. 

  2. Enable plugin in project and restart editor if necessary.

  3. Right-click on a Blueprint graph to open the action context menu. Search for "performance" and/or "booster".

  4. Add the Performance Booster node before any chain of Blueprint nodes that needs boosting.

  5. Compile the Blueprint and check for compile errors.

  6. If the compiler has found non-compatible nodes, remove the non-compatible nodes from the Boost pin. Consider adding them to the Completed pin or placing them before the Performance Booster node.

التنسيقات المضمنة