UE5 Level Editor optimization tools showing performance metrics and viewport improvements

UE5 Level Editor Optimization for Sanctuary

01

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.

02

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
03

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.