Scene Optimization Advisor
Scene Optimization Advisor
Section titled “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.

When to use it
Section titled “When to use it”- 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
When not to use it
Section titled “When not to use it”- Don’t expect rendering-side suggestions — see Rendering Systems Auditor for GPU
- Don’t expect this to author Significance Manager — UE’s
USignificanceManageris what runs at runtime
Opening the tool
Section titled “Opening the tool”- Open the EQLabs Hub and search for
Scene Optimization(or browse to Tech → Performance) - Click the tool card
- Use the tab bar: Significance & LOD / Hierarchy & Merging
Tab 1 — Significance & LOD
Section titled “Tab 1 — Significance & LOD”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
Tab 2 — Hierarchy & Merging
Section titled “Tab 2 — Hierarchy & Merging”- Component tree depth audit
- Transform cost estimation
- Mesh merge suggestions — actors that could be combined
- HLOD grouping suggestions
Settings reference
Section titled “Settings reference”Persists via standard tool framework.
Output
Section titled “Output”- Blueprint snippet export — text snippets for paste-into-AnimBP
- In-panel suggestions
- No level edits — read-only audit
Tips & gotchas
Section titled “Tips & gotchas”- 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)
Related tools
Section titled “Related tools”- Rendering Systems Auditor — GPU-side optimization
- Runtime Insights Suite — measure the impact of changes
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