unrealxu/unrealengine5-skills

ue5-performance-packaging

UE5.6-UE5.8 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.

First seen Mar 22, 2026

Installation

$ npx skills add unrealxu/unrealengine5-skills --skill ue5-performance-packaging

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 506
License LICENSE
Default branch main
Open issues 3
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 5,750 B
  • docs SUMMARY.md 247 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 29 installs

SKILL.md

Quick Start

  • Confirm target platform and build configuration.
  • Collect current performance symptoms and packaging goal.
  • Output a pre-package checklist plus measurement plan.

API Anchors (UE5.6-UE5.8)

  • Runtime quality and frame-budget anchors:

- UGameUserSettings::SetOverallScalabilityLevel(...) - UGameUserSettings::SetFrameRateLimit(...) - UGameUserSettings::ApplySettings(...)

  • Packaging settings anchors:

- UProjectPackagingSettings - BuildConfiguration, MapsToCook, DirectoriesToAlwaysCook - UsePakFile, bUseIoStore, bGenerateChunks

  • Asset dependency validation anchors:

- FAssetRegistryModule, IAssetRegistry - GetAssetsByPath(...) - GetDependencies(...), GetReferencers(...)

  • Profiling instrumentation anchors:

- TRACECPUPROFILEREVENTSCOPE(...) - DECLARECYCLE_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 unit and stat gpu under 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 UProjectPackagingSettings fields 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.
  • In UE5.8, treat Zenserver cooked output as an iteration store; keep Pak/IoStore staging validation for distributable builds.
  • Treat UE5.8 Incremental Cooking as a beta iteration path and retain a clean/full-cook release check.
  • Re-run readiness checks after any packaging setting change.

UE5.6-UE5.8 Compatibility Notes

  • UGameUserSettings, UProjectPackagingSettings, and AssetRegistry APIs above are stable in UE5.6-UE5.8.
  • ProjectPackagingSettings.h lives under Developer/DeveloperToolSettings across UE5.6-UE5.8.
  • UE5.8 enables Zenserver as the cooked output store by default for supported iteration workflows; this does not replace release container validation.

Escalation

  • Escalate when performance bottleneck requires engine-level profiling or renderer changes.
  • Escalate when packaging issues stem from third-party plugin build failures.