Essential performance optimization for Unreal Engine 5 projects
Convert high-poly static meshes to Nanite for automatic LOD and reduced draw calls.
Optimize Lumen settings for your target platform. Consider disabling for lower-end hardware.
Ensure all meshes have appropriate LOD levels for distance-based optimization.
Configure shadow cascade distances and resolution for performance.
Enable and configure Visibility Culling to avoid rendering hidden objects.
Disable Tick on actors that don't need per-frame updates.
Store GetComponent calls in variables instead of calling repeatedly.
Pool frequently spawned/destroyed objects to avoid garbage collection spikes.
Enable nativization for performance-critical blueprints (UE4 feature, deprecated in UE5).
Keep shader instruction count low, especially for materials used on many objects.
Create Material Instances instead of duplicating base materials.
Minimize texture lookups and use appropriate compression settings.
Use correct compression settings for each texture type.
Don't use 4K textures on small objects. Scale appropriately.
Compress audio files and use streaming for music/ambient sounds.
Use texture streaming pool to manage VRAM usage dynamically.
Split large worlds into streaming levels to reduce memory footprint.
Regularly check memory usage and identify heavy assets.
Only replicate variables that clients actually need.
Configure net relevancy to avoid sending updates for distant actors.
Build in Shipping configuration for final release, not Development.
Compress pak files to reduce download and install size.
Don't package dev-only content like test maps and debug blueprints.
Use UE5's profiling commands to identify bottlenecks.
Always test on minimum spec hardware, not just your dev machine.
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