skills/ue-blueprint-profiler/SKILL.md
Profile and optimize Blueprint graphs for performance. Detects expensive nodes, Tick abuse, latent action chains, and BP bottlenecks. Use when investigating frame drops, optimizing BP-heavy systems, or reviewing Blueprint performance. Triggers on "blueprint performance", "BP optimization", "blueprint tick", "blueprint profiling", "expensive blueprint", "BP lag".
npx skillsauth add sipherxyz/universal-ue-skills ue-blueprint-profilerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Analyze Blueprint graphs for performance issues and optimization opportunities.
stat BlueprintProfiler# Console commands
stat BlueprintProfiler # Enable BP profiler overlay
stat ScriptTimePerActor # Per-actor script cost
stat Game # Overall game thread timing
From profiler output, identify:
When given a Blueprint path, analyze for these patterns:
Red Flags:
Event Tick → Get All Actors of ClassEvent Tick → Line TraceEvent Tick → Get Overlapping ActorsEvent Tick → Any ForEachLoopFix: Move to timer-based updates or event-driven
Expensive Tick Pattern Detected:
BP: {BlueprintName}
Node: Get All Actors of Class (X)
Called: Every frame
Cost: ~{N}ms per call
Recommendation:
- Cache results in BeginPlay
- Use timer (0.1-0.5s interval) instead of Tick
- Consider C++ implementation
Red Flags:
Fix: Cache cast result, use interfaces
Red Flags:
Append / Format Text in TickPrint String left in shipping buildsRed Flags:
Find on large arrays (O(n))Contains in nested loops (O(n²))Add Unique repeatedlyFix: Use Set/Map, cache lookups
Red Flags:
Delay chainsMove Component To without cancellation## Blueprint Performance Report: {BlueprintName}
### Summary
- **Risk Level**: {Low/Medium/High/Critical}
- **Tick Cost**: {Estimated ms per frame}
- **Node Count**: {Total nodes}
- **Complexity Score**: {1-100}
### Critical Issues
1. **{Issue Type}** - Line {N}
- Node: {NodeName}
- Impact: {High/Medium/Low}
- Current: {What it does}
- Fix: {How to fix}
### Tick Analysis
- Uses Event Tick: {Yes/No}
- Tick-dependent nodes: {count}
- Estimated tick cost: {ms}
### Optimization Opportunities
| Priority | Change | Expected Savings |
|----------|--------|------------------|
| 1 | {change} | {savings} |
| 2 | {change} | {savings} |
### C++ Conversion Candidates
Functions that would benefit from C++ implementation:
1. {FunctionName} - {reason}
| Metric | Good | Warning | Critical | |--------|------|---------|----------| | Nodes per function | <50 | 50-100 | >100 | | Tick node count | 0-5 | 5-15 | >15 | | Cast operations | <10 | 10-25 | >25 | | Get All Actors calls | 0 | 1-2 | >2 | | Nested loops | 0 | 1 | >1 |
Before (Tick):
Get All Actors of Class → ForEach → Process
After (BeginPlay + Timer):
BeginPlay: Get All Actors → Store in Array
Timer (0.5s): ForEach cached array → Process
Handle spawns via delegate
Before:
Event Tick → Check Condition → Do Action
After:
BeginPlay → Set Timer by Function Name (0.1s, looping)
Timer Function → Check Condition → Do Action
Before:
Cast to PlayerCharacter → Get Health
Cast to EnemyCharacter → Get Health
After:
Does Implement Interface (Damageable) → Get Health (message)
Priority optimization targets:
Performance budget per Blueprint Tick: < 0.05ms for 60 FPS with 50+ AI
development
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development
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