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Unreal Journal
Strings and Other Things

Strings and Other Things

We untangle the Unreal string types, and outline how to choose the one you need!
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The Curious Incident of the Archive Corruption

The Curious Incident of the Archive Corruption

During an optimisation pass on an internal project we spotted a few areas in UE4 deserialization code that could be hardened up. This post presents those fixes.
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ToString() Or Not ToString()… Wait, What’s The Question?

ToString() Or Not ToString()… Wait, What’s The Question?

ToString() is one of the most commonly called functions in UE4 - certainly across the editor, the content cooker and such. Here we take a look at it and make it over twice as fast
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Tiny Code Fixes – Part 1

Tiny Code Fixes – Part 1

Here we present several small code fixes and improvements in a nice little package
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Using The Disassembler To Highlight Optimization Targets

Using The Disassembler To Highlight Optimization Targets

We use the debugger's disassembly view to look at FPaths::IsRelative() after it shows up in our profiling tests. Then we optimize it
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The Case Of The ExportHash String Monster

The Case Of The ExportHash String Monster

We found CreateExportHash() was showing up in profiling the cooker - so we optimized it. Our findings and changes are presented here
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Patch Content Early – NOT At Runtime

Patch Content Early – NOT At Runtime

We present an optimization that removes a significant amount of memory churn from the animation code
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