Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

Chapter 13. Profiling the Game Performance

Once you have completed the gameplay section, and you have a game ready to be built and shared with players, you have to spend some time making sure that the game is as free from issues as possible, and its performance is well balanced, with no frame rate drops, no glitches, and most importantly no crashes.

The debugging and profiling phase might take too long, it depends on how you have constructed your game, and how much care you gave earlier to the game code, blueprints, and graphical and rendering items. A major part of the debugging is for the code, but this is a typical debugging via Visual Studio which you are already familiar with, and debugging code here works the same as it does anything else. But the parts we are going to focus on during this chapter are the ones that could be made directly through the editor itself.

Of course, there are a lot of profiling tools and performance analyzers out there, but the majority of them are paid tools...