In this article we delve into Blueprint Nativization, a relatively new feature of UE4 that offers significant performance improvements for many projects. Sadly, it often doesn't work out of the box - we've spent some time fixing and improving it for a particular project that we were working on. We have a LOT of changes to present here - some of which have already been implemented into UE4.
MoreWe found quite a large leak within Apex 3.4 (currently used in Unreal Engine 4, amongst others) - in a relatively short run of the title that we were working on, we saw over 150mb of leaked memory. Here, we present some changes that will fix this
MoreWe took a look at the inlining of a certain part of the codebase and were shocked with what we found... we then went about improving it
MoreWe present an optimization that removes a significant amount of memory churn from the animation code
MoreHere we implement a scratch buffer to reduce temporary memory churn passing through PhysX
MoreWhile profiling a game's runtime, we found that 40% of memory allocations were coming from a single function. The fix/optimization involves adding a single character
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