Dropping a MetaHuman into a Third-Person Template — What Actually Breaks
I’ve done this before, more than once. Each time I had a working process — a set of steps I knew got me a moving MetaHuman by the end — but I’d never actually verified why any individual step mattered. This time I wanted to slow down: rerun my own process, but stop at every point where […]
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Retainer Box vs Invalidation Box: What 10,000 Updating Widgets Taught Me About UMG Performance
After looking at draw calls on the GPU side with Static Mesh vs Instanced Static Mesh, I wanted to look at the other half of the picture: UMG. “Wrap your static UI in a Retainer Box or Invalidation Box” is common advice, but I’d never actually measured what either one buys you, or how they […]
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Static Mesh vs Instanced Static Mesh: What 10,000 Cubes Taught Me About Draw Calls
When people talk about render pipeline optimization, “use instancing” comes up as standard advice almost immediately. I wanted to actually test it myself rather than just repeat it. I ran a direct comparison in Unreal Engine and learned a few things along the way that the advice alone doesn’t tell you! The setup The test […]
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