
Optimization Tools plugin
This plugin is a unique solution for Unreal Engine on the Fab Marketplace - a comprehensive plugin to optimize your Blueprint or C++ projects.
It provides a complete set of Blueprint tools to improve performance and simplify development. Suitable for both small and large 3D scenes with many Actors, it helps improve FPS using standard yet advanced techniques from the game development industry.
We also use this plugin in our own games and actively listen to community feedback - several features have already been added based on user requests.
6 Must-have Optimization Tools:
Significance System
Dynamically prioritize Actors (single/multiplayer) by visibility or distance.
Adjusts ticks, animations, and many other parameters to focus resources where it matters most.
Asynchronous Tasks:
Run heavy logic (AI, procedural, etc.) off the GameThread.
Fully Blueprint-ready via latent nodes or delegated events.
Asynchronous Trace:
Execute collision and visibility traces in the background.
Prevents FPS drops during AI perception checks or projectile paths, but does not completely replace the default Blueprint trace functions (see documentation).
Pool Ticking:
Distribute Actor ticks across frames for a group of Actor, to smooth CPU/GPU load.
Ideal for large crowds, NPCs, or background elements.
Aggregator Ticking:
Combine similar Actor updates into shared ticks by ticking a single collection instead of each Actor individually, reducing redundancy.
This type of optimization is especially effective at large scale.
While not as precise in Blueprint as in C++, it provides a solid foundation to aggregate logic and share it across similar Actors.
Animation Update Rate:
Control animation frequency directly in Blueprints.
Optimize distant or low-priority SkeletalMeshes; We recommend leveraging Unreal Engine’s Animation Sharing Plugin and Animation Budget Allocator, which provide additional automation and efficiency in managing animation performance at scale.
Technical Details
Features:
Easily execute asynchronous actions or events in Blueprints.
Detect when asynchronous actions finish or fail.
Optimize Actor and ActorComponent ticks based on distance or visibility using Significance.
Use exposed Significance callbacks to handle any custom logic for distance or visibility.
Group Actors and ActorComponents for efficient tick management with Pool Ticking.
Boost FPS significantly by combining the plugin’s three main features.
Update Animation Update Rate directly in Blueprints
Code Modules:
OptimizationTools (Runtime)
OptimizationToolsEditor (Editor)
Number of Blueprints: 11 (usage demo)
Number of C++ Classes: 15
Network Replicated: Yes
Supported Development Platforms: Windows
Supported Target Build Platforms: All









