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Placating The Natives

Placating The Natives

In this article we delve into Blueprint Nativization, a relatively new feature of UE4 that offers significant performance improvements for many projects. Sadly, it often doesn't work out of the box - we've spent some time fixing and improving it for a particular project that we were working on. We have a LOT of changes to present here - some of which have already been implemented into UE4.
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PhysX: The Case Of The Leaky Cloth

PhysX: The Case Of The Leaky Cloth

We found quite a large leak within Apex 3.4 (currently used in Unreal Engine 4, amongst others) - in a relatively short run of the title that we were working on, we saw over 150mb of leaked memory. Here, we present some changes that will fix this
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Sweeping Up And Disassembling A Physics Macro

Sweeping Up And Disassembling A Physics Macro

Macros can often be useful to make certain programming tasks simpler - but they can also cause hidden performance headaches that might otherwise be avoided. Here we look at one of those - and how to improve it
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A Huge PhysX Memory Churn Reduction

A Huge PhysX Memory Churn Reduction

Here we implement a scratch buffer to reduce temporary memory churn passing through PhysX
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