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No. 0291 TE TechEQLabs Pro

Scene Optimization Advisor

UE 5.4–5.85/52.0.5

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.

Advisor on Significance tab with bucket editor visible, actor list categorized by significance level.
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
  • 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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