UnrealEngine

2025
One of the largest performance overheads in Unreal is the need for actors and primitive components to draw something in a world. Today I want to show you a way to bypass these abstractions entirely and manually draw primitives to the world with minimal overhead.
2024
Use less RPCs
Hello, I wanted to talk about a rather opinionated topic.
Hello! Today I wanted to talk a little bit about casting, primarily Blueprint casting. The main reason I wanted to bring this up is because it’s one of the most misunderstood and blown-out-of-proportion concepts in Unreal Engine. There’s no shortage of YouTube videos with clickbait titles like “Casting is so bad, NEVER use it in your games!” (or some variation of that). This highlights a larger problem: people creating tutorials when they have no business doing so. But I digress.
Unreal Engine’s TArray is a powerful and flexible container that allows you to manage dynamic arrays in your code. One of its lesser-known yet incredibly useful features is the ability to specify custom allocators. These allocators determine how the memory for the array is allocated and managed, which can have a significant impact on performance, especially in memory-constrained environments.
You’ve probably heard the argument before: “C++ is better than Blueprint.” Often, this comes from people who are new to using C++ in Unreal Engine and are riding the peak of the Dunning-Kruger effect.
Buffers are simply containers of bytes that can store raw data using memory offsets. Understanding how to effectively manage these buffers is essential for tasks like serialization, deserialization, and data storage.
Hello, I wanted to talk about some ways you can improve networking performance in C++ by understanding and implementing efficient network serialization in Unreal Engine. Effective serialization is critical for transmitting data across the network without unnecessary overhead, especially in multiplayer games where bandwidth is limited.