Optimizing and Building UI for AAA Games | Unreal Fest Online 2020

Why is UI always a performance issue? This session covers the questions that engine teams often ask. Carey Hickling goes through the parts of the Unreal Frame responsible for UI, providing a deep dive into the various UI components and explaining what happens in each part. He talks about how you can optimize these and how Rocksteady used SMeshWidget to talk directly to the RHIRenderer; a technique to make a game-specific UI for complex widgets. Next, he explains how to use this to create particle systems a
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