Field Notes
Performance audits, Gameplay Ability System (GAS) architecture, and multiplayer replication, documented from real production Unreal Engine 5 engagements. NDA-protected, details anonymized, numbers real. Weighing how to resource UE5 gameplay work? Co-dev studio vs outstaffing vs contractor.
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C++ Helper Functions: Killing Latency at the Source
Three real audit findings from production UE5 codebases (per-tick ASC tag queries, replication spam, and redundant collision traces) and the targeted helper functions that recovered ~4.1ms of game-thread budget per frame.
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GAS Execution Calculations: Taming Attribute Read Overhead
How redundant attribute captures inside
UGameplayEffectExecutionCalculation::Execute_Implementationcompound across simultaneous effects, and the frame-scoped snapshot cache that cut the capture stage from 2.6ms to 0.3ms without touching the GE data model. -
Replication Graph: Scaling Server Relevancy to 100 Players
Moving off the default replication driver onto a spatialized Replication Graph: grid nodes, dormancy, and a per-connection always-relevant split that pulled
ServerReplicateActorsfrom 18ms to 4.2ms at 100 players.
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