
UE5 Level Editor Optimization for Sanctuary
Problem
The Sanctuary game's Unreal Engine 5 level editor was experiencing severe performance issues with large open-world scenes, causing editor lag, slow viewport navigation, and frequent crashes when working with dense environmental assets. Level designers were experiencing:
- Frame rates dropping below 10 FPS in complex scenes
- 5-10 minute load times for large levels
- Frequent out-of-memory crashes
- Inability to work with more than 100k instances without severe lag
- Viewport navigation becoming unresponsive in dense areas
This significantly impacted level designers' productivity and iteration times, with some designers losing hours of work due to crashes.
Solution
Developed a comprehensive suite of optimization tools and workflows specifically targeting editor performance:
Intelligent Asset Management:
- Automated LOD generation system that creates editor-specific LODs with aggressive reduction
- Smart proxy mesh system for distant objects in viewport
- Dynamic resolution switching based on viewport navigation speed
Advanced Culling Systems:
- Hierarchical Z-Buffer occlusion culling for editor viewport
- Distance-based detail reduction with customizable quality presets
- Frustum culling optimization using spatial hashing
Memory Optimization:
- Streaming volume optimization algorithms that dynamically adjust based on available memory
- Texture streaming priorities for editor vs runtime
- Automatic asset unloading for inactive viewports
Profiling & Diagnostics:
- Custom profiling tool showing real-time performance metrics
- Heat map visualization for performance bottlenecks
- Automated performance reports with actionable recommendations
Outcome
The optimization framework transformed the level design experience:
- 75% reduction in editor viewport frame times (from 100ms to 25ms average)
- 90% fewer crashes related to memory issues
- Level designers could now work smoothly with scenes containing millions of instances
- Load times reduced from 5-10 minutes to under 1 minute for large levels
- The framework became the standard for all Sanctuary game levels
Technical Implementation
The system leverages both C++ engine modifications and Blueprint-based tools:
- Engine-level optimizations using custom viewport modes and rendering paths
- Editor Utility Widgets for user-friendly optimization controls
- Python automation for batch processing and LOD generation
- Performance budgeting system that warns designers when exceeding limits
This project demonstrated how targeted editor optimizations can dramatically improve productivity without compromising the final game's visual quality.