Unreal Engine notes

Small patterns.
Better systems.

Practical notes on interaction architecture, profiling and performance for XR projects.

Use event-driven interaction over constant polling

Ticks and repeated casts add up quickly in XR scenes. Prefer dispatchers, interfaces, and explicit state transitions whenever the interaction logic allows it.

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnVRInteract);

Use HISM when repetition is the point

When a scene needs many repeated assets, Hierarchical Instanced Static Meshes keep draw calls under control and leave more room for interaction logic.

UHierarchicalInstancedStaticMeshComponent* HismComponent;

Profile interaction moments, not just the whole frame

Frame averages can hide spikes. Capture the cost of grabbing, releasing, spawning, or mode switching so the expensive moments are visible when they matter.

stat unit
stat game
stat gpu