// TECHNICAL AUDIT SERIES

Field Notes

Performance audits, GAS architecture, and multiplayer systems — documented from real production UE5 engagements. NDA-protected, details anonymized, numbers real.

01 [ cover_cpp_helpers.png ]

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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02 [ cover_gas_execcalc.png ]

GAS Execution Calculations: Taming Attribute Read Overhead

How redundant attribute captures inside UGameplayEffectExecutionCalculation::Execute_Implementation compound 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.

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03 [ cover_repgraph.png ]

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 ServerReplicateActors from 18ms to 4.2ms at 100 players.

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