Optimizing the Game Thread
The CPU has a lot to do. It runs animation, pathfinding, behavior trees, physics, Niagara, everything you scripted in blueprints, and much more. If stat unit is telling you that …
The CPU has a lot to do. It runs animation, pathfinding, behavior trees, physics, Niagara, everything you scripted in blueprints, and much more. If stat unit is telling you that …
You might be used to break pointing your C++ in Visual Studio or Rider (aka your IDE). As you might know, this is only possible because your IDE has “attached” …
1) Rename the .uproject file. This will be the name of the folder in which the game data is stored (i.e. the AppData folder for shipping builds). 2) Rename the …
Soft pointers and asynchronous loading allow you to better manage what assets are loaded into memory. Don’t waste your precious memory. Use soft pointers!
Unity and Godot devs often say Unreal is “bloated” (which to me always sounds like complaining about having too many features). So let’s take a deep dive.