Unreal Engine resources: Difference between revisions

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Line 3: Line 3:
https://www.youtube.com/watch?v=EbXakIuZPFo
https://www.youtube.com/watch?v=EbXakIuZPFo


* stat fps
* stat unit
* stat game
* dumpticks
* stat scenerendering
* profilegpu
* showflag.shadercomplexity
* show wireframe
Culling:
* Stat InitViews
Keep an eye on Visible Static Mesh Elements because it is the single biggest contributor to rendering thread time and should be carefully watched and optimized.
== Catching memory leaks ==
Add -stompmalloc to the command line.


== Collision ==
== Collision ==


https://forums.unrealengine.com/unreal-engine/announcements-and-releases/3239-collision-filtering
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/3239-collision-filtering
== Cover ==
https://www.freecodecamp.org/news/real-time-dynamic-cover-system-in-unreal-engine-4-eddb554eaefb/
== Disable actor ==
To be tested:
https://unrealcpp.com/hide-and-disable-actor/
Is this the best way?
Another way: http://www.gamedevpuzzler.com/disabling-enabling-an-actor-in-unreal-engine-4/
== Dump stack ==
FDebug::DumpStackTraceToLog();

Latest revision as of 21:48, 22 June 2023

Profiling / Optimization

https://www.youtube.com/watch?v=EbXakIuZPFo

  • stat fps
  • stat unit
  • stat game
  • dumpticks
  • stat scenerendering
  • profilegpu
  • showflag.shadercomplexity
  • show wireframe

Culling:

  • Stat InitViews

Keep an eye on Visible Static Mesh Elements because it is the single biggest contributor to rendering thread time and should be carefully watched and optimized.

Catching memory leaks

Add -stompmalloc to the command line.

Collision

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/3239-collision-filtering

Cover

https://www.freecodecamp.org/news/real-time-dynamic-cover-system-in-unreal-engine-4-eddb554eaefb/

Disable actor

To be tested:

https://unrealcpp.com/hide-and-disable-actor/

Is this the best way?

Another way: http://www.gamedevpuzzler.com/disabling-enabling-an-actor-in-unreal-engine-4/


Dump stack

FDebug::DumpStackTraceToLog();