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HusenProfile picture@gd-husen53Ā·Jun 22

šŸŽ® UE5 Tip #28: Small Optimizations Compound

You don't need one big fix. Dozens of small ones add up:


  • āœ… Disable shadows on small objects

  • āœ… Use Cull Distance Volumes for far objects

  • āœ… Set Max Draw Distance on decorations

  • āœ… Reduce texture resolution on distant objects

  • āœ… Disable Tick on idle actors

  • āœ… Use simple collision over complex


Each saves 0.1-0.5ms. Stack 20 of them = 5-10ms saved. That's the difference between 40 FPS and 60 FPS.


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HusenProfile picture@gd-husen53Ā·Jun 21

šŸŽ® UE5 Tip #27: Get Collision Settings Right

Bad collision = objects falling through floors, triggers not firing, projectiles passing through targets.


Basics:

  • Use Collision Presets (BlockAll, OverlapAll) before custom ones

  • Enable Generate Overlap Events on BOTH actors for overlaps

  • Use simple collision (boxes/capsules) over complex mesh collision


Debug: Type show collision in console to visualize all collision shapes.


When in doubt, keep it simple. A box collider that works beats a complex mesh collision that doesn't.


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HusenProfile picture@gd-husen53Ā·Jun 20

šŸŽ® UE5 Tip #26: Use PIE Testing Like a Pro

Play In Editor is more than a play button. Use it fully:


  • Alt+P: Quick play

  • Shift+F1: Release mouse cursor while playing

  • Eject: Detach and fly around while game runs

  • Test multiplayer locally with Multiple Players setting


Debugging in PIE: Open Blueprints during play to watch execution in real time. Use World Outliner to inspect live properties. Type show collision in console.


PIE is a diagnostic tool. Use it like one.


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HusenProfile picture@gd-husen53Ā·Jun 19

šŸŽ® UE5 Tip #25: Material Instances Save Compile Time

Every time you edit a Material, Unreal recompiles shaders — 30+ seconds on complex materials. Do that 50 times a day and you lose half an hour.


The fix: Material Instances.

  1. Create a Master Material with exposed parameters

  2. Right-click → Create Material Instance

  3. Tweak parameters instantly — zero recompilation


One Master Material + many instances = fast iteration, clean project, and happy developers.


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HusenProfile picture@gd-husen53Ā·Jun 18

šŸŽ® UE5 Tip #24: Always Test on LOW Settings

Your game looks amazing on Ultra. Most players won't have your setup.


Always test on LOW:

  • Visual bugs often only appear at lower quality

  • UI might not scale properly at different resolutions

  • Effects that look great on Ultra might look broken on Low


How: Drop Scalability Settings to Low, test at 1080p and 720p, use stat fps to monitor. If possible, test on an actual low-end machine.


The game that runs well on a potato wins more players.


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HusenProfile picture@gd-husen53Ā·Jun 17

šŸŽ® UE5 Tip #23: Understanding Garbage Collection

UE uses Garbage Collection (GC) to auto-clean unreferenced objects. Understanding it prevents crashes and memory leaks.


Key rules:

  • In C++, always use UPROPERTY() for UObject pointers so GC tracks them

  • Don't spawn/destroy hundreds of actors per second — use Object Pooling

  • Call Destroy() on actors you're done with

  • GC runs periodically and can cause hitches with thousands of objects


You don't need to master GC on day one, but knowing it exists prevents a whole category of bugs.


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HusenProfile picture@gd-husen53Ā·Jun 16

šŸŽ® UE5 Tip #22: Level Streaming for Open Worlds

Large worlds can't load everything at once. Level Streaming loads/unloads sub-levels as the player moves.


Setup:

  1. Break your world into sub-levels (Window → Levels)

  2. Use Level Streaming Volumes to trigger loading when players enter areas

  3. Use Blueprint streaming for more control


Tips: Keep sub-levels focused, use transition zones (hallways, elevators) to hide loading, test with stat levels.


This is how small teams build big worlds.


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HusenProfile picture@gd-husen53Ā·Jun 15

šŸŽ® UE5 Tip #21: Build for Stability First

A game that crashes is worse than a game with bad graphics.


Stability checklist:

  • Check for null/valid references before accessing them

  • Use IsValid nodes religiously in Blueprints

  • Handle edge cases (player dies mid-animation, reference destroyed, etc.)

  • Watch the Output Log — warnings today = crashes tomorrow


Golden rule: If your game runs 30 minutes without a crash, your foundation is solid. If it crashes every 10 minutes, stop adding features and fix it.


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HusenProfile picture@gd-husen53Ā·Jun 14

šŸŽ® UE5 Tip #20: Don't Optimize Too Early

Premature optimization is the root of all evil — especially in game dev.


If you spend month one obsessing over draw calls and memory pooling before your game is fun, you're solving the wrong problem.


The right order:

  1. Make it work

  2. Make it fun

  3. Make it fast


Use stat unit and GPU Visualizer to find ACTUAL bottlenecks. Don't guess — measure. Optimize problems, not assumptions.


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HusenProfile picture@gd-husen53Ā·Jun 13

šŸŽ® UE5 Tip #19: Blueprints vs C++ — When to Use Each

Use Blueprints for: Rapid prototyping, UI logic, simple mechanics, level scripting, designer-facing tweaks.


Use C++ for: Core systems (inventory, save/load, networking), performance-critical code, base classes, engine features not in Blueprints.


The pro approach: Build base classes in C++, extend with Blueprints. Best of both worlds.


But if you're just starting out? Blueprints first. Learn the engine, then add C++ when you hit their limits. Don't let C++ intimidate you into not starting.


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šŸŽ® Daily UE5 tip from TroxGames — Want 1-on-1 coaching?