Ue5 performance packaging
Skill teixasalone/UnrealEngine5-Skills/skills/ue5-performance-packaging
Provide reusable workflows for Unreal Engine 5.6/5.7 to simplify Blueprint, C++, UI, PCG, replication, debugging, and performance tasks.
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UE5.6/UE5.7 performance and packaging readiness workflow. Use when requests involve PIE performance checks, runtime stat review, pre-package validation, build configuration sanity, and release readiness checklists.
SKILL.md
5.2 KB, as published. Nobody here has run it
Quick Start
- Confirm target platform and build configuration.
- Collect current performance symptoms and packaging goal.
- Output a pre-package checklist plus measurement plan.
UE5.7 API Anchors
- Runtime quality and frame-budget anchors:
UGameUserSettings::SetOverallScalabilityLevel(...)UGameUserSettings::SetFrameRateLimit(...)UGameUserSettings::ApplySettings(...)
- Packaging settings anchors:
UProjectPackagingSettingsBuildConfiguration,MapsToCook,DirectoriesToAlwaysCookUsePakFile,bUseIoStore,bGenerateChunks
- Asset dependency validation anchors:
FAssetRegistryModule,IAssetRegistryGetAssetsByPath(...)GetDependencies(...),GetReferencers(...)
- Profiling instrumentation anchors:
TRACE_CPUPROFILER_EVENT_SCOPE(...)DECLARE_CYCLE_STAT(...)
- Practical runtime stat commands:
stat unit,stat gpu,stat scenerendering,memreport -full
Performance and Packaging Contract
- Every performance/packaging task must define:
- target platform + build config + test map
- reproducible capture scenario (camera path, duration, net mode)
- baseline metrics and acceptance thresholds
- packaging configuration set and dependency scan scope
- go/no-go output with explicit blockers
- If any item is missing, readiness evaluation is incomplete.
Workflow
1) Reproducible Baseline Capture
- Freeze test map, camera path, scalability, and net mode.
- Capture
stat unitandstat gpuunder same scenario repeatedly. - Use median or percentile metrics, not single-frame spikes.
2) Hotspot Isolation
- Identify top-cost gameplay/render systems in the capture window.
- Correlate high-cost actors/assets with scene context.
- Add scoped CPU markers for custom systems when attribution is unclear.
3) Asset and Dependency Validation
- Scan target paths for missing or broken asset references.
- Query dependencies and referencers for problematic assets.
- Validate required map/game mode assets are included in package scope.
4) Packaging Configuration Validation
- Check
UProjectPackagingSettingsfields for target release policy. - Validate maps-to-cook, always-cook directories, and build configuration.
- Validate Pak/IoStore/chunk strategy against distribution requirements.
5) Package Readiness Trial
- Run pre-package checklist and dry-run style verification.
- Isolate first blocking packaging error and dependency chain.
- Record unresolved blockers with owner and risk.
6) Go/No-Go Decision
- Approve only when metrics and packaging checks meet thresholds.
- Report remaining risks and recommended mitigation actions.
- Lock scenario and settings used for sign-off evidence.
Constraints
- Do not claim optimization wins without measurable before/after data.
- Keep profiling scenario reproducible (map, camera path, net mode).
- Distinguish editor overhead from packaged runtime behavior.
- Avoid changing quality scalability settings without reporting it.
- Keep packaging checks deterministic; avoid ad-hoc config toggles during sign-off.
- Always report metric units (ms, fps, memory) and capture duration.
Failure Handling
- Symptom: performance data is noisy across runs.
- Locate: non-deterministic scenario setup and background variance.
- Fix: lock scenario, warm up run, and compare median/percentile values.
- Symptom: optimization claims do not reproduce.
- Locate: mismatched quality settings, map, or runtime mode.
- Fix: publish exact capture config and rerun before/after under same conditions.
- Symptom: package build fails with long error cascade.
- Locate: first blocking error and its direct dependency chain.
- Fix: resolve earliest blocker first; rerun to reveal next blockers.
- Symptom: packaged build launches with missing assets.
- Locate: cook list coverage and dependency graph gaps.
- Fix: include missing maps/directories and resolve broken references.
- Symptom: packaged build perf is worse than PIE baseline.
- Locate: packaged-only config differences and runtime content path.
- Fix: compare packaged config to baseline and align scalability/device settings.
- Symptom: memory usage regresses near content-heavy scenes.
- Locate: high-memory assets and streaming policy behavior.
- Fix: reduce resident asset pressure and adjust streaming/cook strategy.
Packaging Ops
- Prefer explicit map/cook lists over implicit discovery for release builds.
- Use AssetRegistry queries to validate dependencies before packaging.
- Keep one source of truth for release packaging settings per target profile.
- Re-run readiness checks after any packaging setting change.
UE5.6 / UE5.7 Compatibility Notes
UGameUserSettings,UProjectPackagingSettings, and AssetRegistry APIs above are stable in UE5.6/UE5.7.ProjectPackagingSettings.hlives underDeveloper/DeveloperToolSettingsin both versions.
Escalation
- Escalate when performance bottleneck requires engine-level profiling or renderer changes.
- Escalate when packaging issues stem from third-party plugin build failures.