
描述
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Plugin Version : 1.3
Our plugin is a unique solution for Unreal Engine on the Fab Marketplace, offering a full suite of Blueprint tools to improve game performance and simplify development. It’s well-suited for both small and large 3D scenes with numerous actors, designed to optimize Blueprint workflows.
Includes all C++ source files.
6 Must-have Optimization Tools:
Significance System: Dynamically assess and adjust the importance of 3D Actors based on their presence on screen, distance from the player, or other relevant gameplay factors. This system intelligently modifies the Tick interval, animation updates, and other computational aspects to prioritize critical Actors while reducing processing overhead on less significant ones. The result is a more efficient distribution of resources, ensuring smooth performance without sacrificing responsiveness in key gameplay moments.
Asynchronous Tasks: Offload complex or time-consuming logic (when possible) from the GameThread by executing tasks in parallel, preventing frame rate drops and ensuring a consistently responsive experience. This is particularly useful for AI pathfinding, procedural generation, and other background computations. With our plugin, asynchronous tasks are fully accessible in Blueprints, either through a latent Blueprint node or via a delegated event, providing flexibility for both programmers and designers.
Asynchronous Trace: Perform collision and visibility traces asynchronously to prevent unnecessary load on the GameThread. This approach ensures that trace-heavy operations, such as AI perception checks or projectile trajectories, do not cause frame rate drops. By leveraging multithreading, the system allows queries to execute in the background while continuing game execution, reducing latency in high-demand scenarios.
Pool Ticking: Efficiently manage Actor updates by distributing their Tick executions across multiple frames instead of processing all Actors simultaneously. This industry-standard technique reduces computational spikes, balancing the GPU and CPU workload dynamically. Pool ticking is particularly beneficial for handling large groups of Actors, such as background NPCs, environmental elements, or particle effects, leading to a more stable frame rate and improved performance in crowded scenes.
Aggregator Ticking: Group multiple Actors with similar update patterns into a shared ticking system, reducing redundant operations and improving overall performance. This technique minimizes the number of individual Actor ticks by consolidating updates, particularly useful for objects with periodic but non-critical updates, such as environmental effects, NPCs with passive states, or UI animations.
Animation Update Rate: Fine-tune the animation update rate directly in Blueprints using exposed functions, allowing for real-time performance optimizations. This feature is particularly useful for SkeletalMeshes, where reducing animation updates for distant or low-priority characters can significantly improve frame rates. For advanced optimization, we recommend leveraging Unreal Engine’s Animation Sharing Plugin and Animation Budget Allocator, which provide additional automation and efficiency in managing animation performance at scale.