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Scene Optimization Advisor

Module: Tech · Category: Performance · Tool ID: SceneOptimizationAdvisor

Two-tab CPU-side scene optimization. Significance & LOD uses UE’s SignificanceManager to bucket actors by importance and apply different fidelity tiers (logic LODs). Tick audit, Blueprint snippet export. Hierarchy & Merging audits component-tree depth, estimates transform cost, suggests mesh merges and HLOD groupings.

Screenshot 01 — Hero shot — Advisor on Significance tab with bucket editor visible, actor list categorized by significance level.


  • CPU-bound scenes — finding the actors that don’t need full-fidelity logic
  • Component hierarchy review — flattening deep trees that hurt transform updates
  • Mesh merge / HLOD grouping suggestions
  • Tick audit — finding actors with unnecessary tick
  • Don’t expect rendering-side suggestions — see Rendering Systems Auditor for GPU
  • Don’t expect this to author Significance Manager — UE’s USignificanceManager is what runs at runtime

  1. Open the EQLabs Hub and search for Scene Optimization (or browse to Tech → Performance)
  2. Click the tool card
  3. Use the tab bar: Significance & LOD / Hierarchy & Merging

SignificanceManager bucket editor — define actor importance buckets and per-bucket fidelity (logic LOD). Includes:

  • Tick audit per-actor
  • Blueprint snippet export — paste-ready code for your AnimBP / GameMode
  • Component tree depth audit
  • Transform cost estimation
  • Mesh merge suggestions — actors that could be combined
  • HLOD grouping suggestions

Persists via standard tool framework.


  • Blueprint snippet export — text snippets for paste-into-AnimBP
  • In-panel suggestions
  • No level edits — read-only audit

  • Logic LODs are different from mesh LODs — fewer ticks / cheaper code for distant actors, not lower-poly meshes
  • Component hierarchy flattening saves transform updates — every component update propagates through children; flatter is faster
  • Mesh merge suggestions need verification — sometimes the merge breaks gameplay (e.g., destructible / interactive components)


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