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BavGames edited this page Feb 13, 2026 · 1 revision

OneClickOptimizer - Complete Settings Guide

๐Ÿ“– Welcome!

This guide explains every setting in OneClickOptimizer in simple terms. Whether you're new to Unreal Engine or an experienced developer, you'll understand exactly what each setting does and when to use it.


๐Ÿš€ Quick Start

Don't want to read everything? Here's what you need to know:

  1. First Time: Just click the "Quality" button - it works great for most projects
  2. Need More FPS: Click "Performance" button
  3. Taking Screenshots: Click "Cinematic" button
  4. Want to Customize: Read this guide and adjust settings

That's it! The plugin handles everything automatically.


๐ŸŽฏ Understanding the Basics

What is Optimization?

Think of your game like a restaurant kitchen:

  • Without optimization: Every dish is made from scratch, takes forever, uses all resources
  • With optimization: Smart shortcuts, batch cooking, efficient use of resources

Optimization makes your game run faster (higher FPS) and use less memory (RAM/VRAM).

What is FPS?

FPS = Frames Per Second = How smooth your game looks

  • 30 FPS: Playable but not smooth
  • 60 FPS: Smooth (target for most games)
  • 120 FPS: Very smooth (high-end gaming)

What is a Draw Call?

Imagine the GPU (graphics card) as a chef:

  • Each "draw call" = One order to cook something
  • 1000 objects = 1000 orders = Chef is overwhelmed
  • With optimization: Group similar orders = Chef is happy

๐Ÿ“‹ SETTINGS EXPLAINED

๐Ÿ” SECTION 1: Culling Distance (Making Far Objects Disappear)

What is Culling?

Imagine you're in a city. You can see nearby buildings clearly, but buildings 10 miles away? You can't see them anyway, so why should the game render them?

Culling = Hiding objects that are too far away to see

Enable Culling Distance Optimization

What it does: Automatically hides objects based on their size and distance from camera.

Real-world example:

You're playing a game:
- Small rock 50 meters away: Hidden (you can't see it anyway)
- Large building 50 meters away: Still visible (you can see it)
- Small rock 5 meters away: Visible (you're close enough)

Performance impact: โญโญโญโญโญ HUGE (can double your FPS!) Visual impact: โš ๏ธ MINIMAL (you won't notice missing objects)

When to enable:

  • โœ… Always (recommended for all projects)
  • โœ… Open world games
  • โœ… Large levels
  • โœ… Performance issues

When to disable:

  • โŒ Taking screenshots (want everything visible)
  • โŒ Cinematic mode
  • โŒ Very small levels (no performance benefit)

Enable Draw Call Optimization

What it does: More aggressive culling - hides small objects even closer to camera.

Think of it like this:

  • Normal culling: "Hide that rock if it's 50 meters away"
  • Draw call optimization: "Hide that rock if it's 20 meters away"

Performance impact: โญโญโญโญโญ HUGE Visual impact: โš ๏ธโš ๏ธ MODERATE (small details disappear sooner)

When to enable:

  • โœ… Performance mode
  • โœ… Low-end PC/console
  • โœ… Battle royale games (many objects)
  • โœ… Mobile games

When to disable:

  • โŒ Quality/Cinematic mode
  • โŒ Small detailed scenes
  • โŒ Architectural visualization

Object Size Categories

The plugin automatically categorizes objects by size:

Tiny Objects (0-50cm):

  • Examples: Pebbles, small props, debris
  • Default hide distance: 500 units (5 meters)
  • Adjustable: 200-1000 units

Small Objects (50cm-2m):

  • Examples: Chairs, small furniture, props
  • Default hide distance: 2000 units (20 meters)
  • Adjustable: 1000-5000 units

Medium Objects (2m-5m):

  • Examples: Cars, large furniture, trees
  • Default hide distance: 5000 units (50 meters)
  • Adjustable: 3000-10000 units

Large Objects (5m+):

  • Examples: Buildings, large structures
  • Default hide distance: 10000 units (100 meters)
  • Adjustable: 5000-20000 units

How to adjust:

  1. Open Settings widget
  2. Find "Tiny/Small/Medium Objects Cull Distance"
  3. Lower number = More aggressive (hides sooner)
  4. Higher number = Less aggressive (hides later)

๐Ÿท๏ธ SECTION 2: Ignore Tags (Excluding Objects)

What are Tags?

Tags are like labels you put on objects. Think of them as sticky notes that say "Don't optimize me!"

Ignore Optimization Tag

Default: "NoOptimize"

What it does: Objects with this tag are completely skipped by the plugin.

How to use:

Method 1: In Editor (Actor)

  1. Select your actor in the level
  2. Look at Details panel
  3. Find "Tags" section
  4. Click "+" to add new tag
  5. Type "NoOptimize"
  6. Done! This actor won't be optimized

Method 2: In Editor (Component)

  1. Select your actor
  2. In Details panel, find the component (e.g., Static Mesh Component)
  3. Scroll to "Tags" section under "Component Tags"
  4. Add "NoOptimize"

Method 3: In Blueprint

// Add tag to actor
Actor Tags -> Add "NoOptimize"

// Add tag to component
Component Tags -> Add "NoOptimize"

When to use:

  • โœ… Player character (always visible, needs to be perfect)
  • โœ… Important hero assets (main building, key objects)
  • โœ… Cinematic objects (used in cutscenes)
  • โœ… Already optimized objects (don't optimize twice)
  • โœ… Interactive objects (doors, buttons, etc.)

Example scenario:

You have a beautiful hero building that you spent hours optimizing manually.
Add "NoOptimize" tag so the plugin doesn't change your work!

Ignore Draw Call Tag

Default: "NoDrawCallOptimization"

What it does: Skips ONLY the aggressive culling, but still applies other optimizations.

Difference from NoOptimize:

NoOptimize: Skips EVERYTHING (culling, LOD, lightmap, etc.)
NoDrawCallOptimization: Skips ONLY aggressive culling

When to use:

  • โœ… Objects that need to be visible from far away
  • โœ… Landmarks (mountains, towers)
  • โœ… Skyline buildings
  • โœ… Important background objects

Example:

You have a castle on a hill that players should always see.
Add "NoDrawCallOptimization" tag.
Result: Castle stays visible, but still gets LOD and lightmap optimization.

๐Ÿ’ก SECTION 3: Lightmap Optimization (Better Lighting, Less Memory)

What is a Lightmap?

Imagine taking a photo of how light falls on an object, then using that photo instead of calculating lighting in real-time.

Lightmap = Pre-calculated lighting saved as a texture

Benefits:

  • Much faster than real-time lighting
  • Looks great
  • Used in most games

Problem:

  • Takes memory (RAM/VRAM)
  • Small objects don't need high-resolution lightmaps

Enable Lightmap Optimization

What it does: Automatically assigns appropriate lightmap resolution based on object size.

How it works:

Tiny object (rock): 4x4 pixels lightmap
Small object (chair): 16x16 pixels lightmap
Medium object (car): 32x32 pixels lightmap
Large object (building): 64x64 pixels lightmap

Why this matters:

Without optimization:

100 small rocks, each with 64x64 lightmap:
100 ร— 64 ร— 64 = 409,600 pixels = 1.6 MB memory

With optimization:

100 small rocks, each with 4x4 lightmap:
100 ร— 4 ร— 4 = 1,600 pixels = 0.006 MB memory

Memory saved: 99.6%!

Performance impact: โญโญโญโญ HIGH (memory savings) Visual impact: โš ๏ธ MINIMAL (you won't notice on small objects)

When to enable:

  • โœ… Always (recommended)
  • โœ… Memory issues
  • โœ… Many small objects
  • โœ… Mobile games

When to disable:

  • โŒ Architectural visualization (need perfect lighting)
  • โŒ Very few objects (no benefit)

Lightmap Resolution Settings

Tiny Objects Lightmap Resolution

  • Default: 4 (minimum)
  • Range: 4-16
  • Recommendation: Keep at 4

Small Objects Lightmap Resolution

  • Default: 16
  • Range: 8-32
  • Recommendation: 16 for most games

Medium Objects Lightmap Resolution

  • Default: 32
  • Range: 16-64
  • Recommendation: 32 for most games

Large Objects Lightmap Resolution

  • Default: 64
  • Range: 32-128
  • Recommendation: 64 for most games, 128 for hero assets

How to choose:

Lower resolution = Less memory, slightly worse lighting
Higher resolution = More memory, better lighting

For most games: Use defaults!

๐ŸŒ SECTION 4: Distance Field (Advanced Shadows)

What is Distance Field?

Think of it as a 3D map that tells the game "how far is the nearest surface?"

Used for:

  • Distance Field Ambient Occlusion (DFAO) - Soft shadows in corners
  • Distance Field Shadows - Soft shadows from sun
  • Ray Traced effects

Visual example:

Without DFAO: Corners look flat
With DFAO: Corners have soft shadows, looks more realistic

Enable Distance Field Generation

What it does: Creates distance field data for each mesh.

Performance impact: โš ๏ธโš ๏ธ MODERATE (increases build time and memory) Visual impact: โญโญโญโญ HIGH (if you use DFAO/DF Shadows)

When to enable:

  • โœ… Using Distance Field Ambient Occlusion
  • โœ… Using Distance Field Shadows
  • โœ… Ray tracing
  • โœ… High-end PC/console games

When to disable:

  • โŒ Mobile games (not supported)
  • โŒ Low-end PC
  • โŒ Not using DFAO or DF Shadows
  • โŒ Memory constrained

How to check if you need it:

  1. Open your Post Process Volume
  2. Look for "Distance Field Ambient Occlusion"
  3. If it's enabled โ†’ Enable this setting
  4. If it's disabled โ†’ Disable this setting

๐Ÿ‘ฅ SECTION 5: Contact Shadows (Tiny Shadows)

What are Contact Shadows?

Super small shadows where objects touch each other.

Examples:

  • Shadow where your foot touches the ground
  • Shadow where a book sits on a table
  • Shadow where an object touches a wall

Why they matter:

  • Make objects look "grounded"
  • Add realism
  • But expensive to calculate

Enable Contact Shadow Optimization

What it does: Optimizes contact shadow settings.

Disable Contact Shadows for Small Objects

What it does: Turns off contact shadows for tiny objects.

Logic:

Tiny rock: Contact shadow is so small you can't see it anyway
Large car: Contact shadow is visible and important

Performance impact: โญโญโญ MODERATE Visual impact: โš ๏ธ MINIMAL (tiny shadows on tiny objects)

When to enable:

  • โœ… Performance mode
  • โœ… Many small objects
  • โœ… Low-end hardware

When to disable:

  • โŒ Cinematic mode
  • โŒ Close-up shots
  • โŒ Architectural visualization

๐Ÿ“ฆ SECTION 6: Bounds Optimization (Invisible Boxes)

What are Bounds?

Every object has an invisible box around it. The game uses this box to decide when to hide the object.

Problem:

Small object with big bounds = Stays visible too long = Wastes performance

Enable Bounds Optimization

What it does: Shrinks the invisible box for small objects.

Result:

Before: Small rock with big box = Visible from far away
After: Small rock with small box = Hidden sooner = Better performance

Performance impact: โญโญ LOW Visual impact: โš ๏ธ NONE (invisible)

Recommendation: Always enable (no downside)


๐ŸŽฎ SECTION 7: LOD Optimization (Quality at Distance)

What is LOD?

LOD = Level of Detail

How it works:

Close to camera: High detail mesh (10,000 triangles)
Medium distance: Medium detail mesh (2,500 triangles)
Far from camera: Low detail mesh (500 triangles)
Very far: Lowest detail mesh (100 triangles)

Why it matters:

Without LOD: Game renders 10,000 triangles even when object is far away
With LOD: Game renders 100 triangles when far = 100x faster!

Enable LOD Bias Optimization

What it does: Adjusts when LOD transitions happen.

Performance impact: โญโญโญโญ HIGH Visual impact: โš ๏ธ LOW (if done correctly)

Recommendation: Always enable


Forced LOD Level

Default: -1 (automatic)

What it does: Forces all objects to use a specific LOD level.

Values:

  • -1: Automatic (recommended)
  • 0: Highest quality (all objects use best mesh)
  • 1: Medium quality
  • 2: Low quality
  • 3: Lowest quality

When to use:

Testing performance: Set to 2 or 3 to see maximum FPS
Mobile preview: Set to 2
Normal gameplay: Keep at -1

Warning: Don't use in final game! Only for testing.


๐Ÿ’พ SECTION 8: Memory Optimization

Disable CPU Access

What it does: Removes mesh data from CPU memory (RAM).

Technical explanation:

Normally: Mesh data stored in both CPU (RAM) and GPU (VRAM)
With this enabled: Mesh data only in GPU (VRAM)

Memory savings:

1000 meshes, 1MB each:
Without: 1000MB (CPU) + 1000MB (GPU) = 2000MB total
With: 0MB (CPU) + 1000MB (GPU) = 1000MB total
Saved: 50%!

Performance impact: โญโญโญโญ HIGH (memory) Visual impact: โš ๏ธ NONE

When to enable:

  • โœ… Always (recommended for most games)
  • โœ… Memory issues
  • โœ… Mobile games
  • โœ… Console games

When to disable:

  • โŒ Using procedural mesh generation
  • โŒ Runtime mesh modification
  • โŒ Reading mesh data in Blueprint/C++
  • โŒ Some physics simulations

How to check if you need CPU access:

Do you use these Blueprint nodes?
- Get Vertex Position
- Get Triangle Count
- Modify Mesh at Runtime

If NO โ†’ Enable this setting
If YES โ†’ Disable this setting

๐ŸŽญ SECTION 9: ISM/HISM (Instancing Magic)

What is Instancing?

Imagine you have 1000 identical trees in your level.

Without instancing:

1000 separate trees
1000 draw calls (GPU has to draw 1000 times)
1000x memory usage
Result: Game runs at 20 FPS

With instancing:

1 "master" tree
1000 "instances" (copies)
1 draw call (GPU draws once, copies 1000 times)
1x memory + tiny instance data
Result: Game runs at 200 FPS!

This is MAGIC! 10x performance boost!

Enable Automatic Instancing

Default: Disabled (off)

What it does: Automatically groups identical meshes into instances.

How it works:

1. Plugin scans your level
2. Finds all identical meshes (same mesh, same material)
3. Groups them together
4. Creates one "ISM Manager" actor
5. Hides original meshes
6. Shows instances instead

Performance impact: โญโญโญโญโญ MASSIVE (10x boost!) Visual impact: โš ๏ธ NONE (looks exactly the same)

When to enable:

  • โœ… Many identical objects (trees, rocks, props)
  • โœ… Foliage
  • โœ… Repeated architecture
  • โœ… Performance issues

When to disable:

  • โŒ All objects are unique
  • โŒ Objects need to move/animate individually
  • โŒ Interactive objects (doors, buttons)
  • โŒ Objects with unique properties

Important notes:

  • Only works on IDENTICAL meshes
  • Meshes must have same material
  • Meshes must be static (not moving)

Minimum Instance Count

Default: 3

What it does: Minimum number of identical meshes needed to create an instance.

Example:

Min count = 3:
- 2 identical trees: No instancing (not enough)
- 3 identical trees: Instancing created!
- 100 identical trees: Instancing created!

How to adjust:

Lower (2): More aggressive instancing
Higher (5): Less aggressive instancing

Recommendation: Keep at 3

Use Hierarchical Instancing (HISM)

What it does: Uses advanced instancing with automatic culling.

ISM vs HISM:

ISM (Instanced Static Mesh):

- Simple
- All instances always rendered
- Good for: Small areas, few instances
- Example: 100 trees in a small park

HISM (Hierarchical Instanced Static Mesh):

- Advanced
- Far instances automatically hidden
- Good for: Large areas, many instances
- Example: 10,000 trees in open world

Performance comparison:

1000 trees in open world:

ISM: All 1000 rendered = 50 FPS
HISM: Only nearby 200 rendered = 120 FPS

When to use HISM:

  • โœ… Open world games
  • โœ… Large levels
  • โœ… Thousands of instances
  • โœ… Spread over large area

When to use ISM:

  • โœ… Small levels
  • โœ… Hundreds of instances
  • โœ… Concentrated in small area
  • โœ… All instances usually visible

Recommendation: Enable HISM for most games


HISM Cull Start Distance

Default: 5000 units (50 meters)

What it does: Distance where HISM starts hiding far instances.

How it works:

0-5000 units: All instances visible
5000-10000 units: Gradual fade out
10000+ units: All instances hidden

HISM Cull End Distance

Default: 10000 units (100 meters)

What it does: Distance where all instances are hidden.

How to adjust:

Smaller values = More aggressive (better performance, less visible)
Larger values = Less aggressive (worse performance, more visible)

Open world: 10000-20000
Small level: 5000-10000

๐ŸŒ‘ SECTION 10: Virtual Shadow Maps (Next-Gen Shadows)

What are Virtual Shadow Maps?

VSM = Unreal Engine 5's new shadow system

Old shadow system:

- Fixed resolution
- Blurry shadows
- Performance issues with many lights

Virtual Shadow Maps:

- Dynamic resolution
- Sharp shadows
- Works great with Nanite
- Next-gen quality

Visual difference:

Old: Shadows look pixelated up close
VSM: Shadows look sharp even up close

Enable Virtual Shadow Maps

What it does: Enables VSM for your project.

IMPORTANT: Plugin automatically checks Nanite usage!

How it works:

Plugin scans your level:
- Less than 50% Nanite meshes: VSM disabled (would be slow)
- 50-80% Nanite meshes: VSM enabled with warning
- More than 80% Nanite meshes: VSM enabled (optimal)

Why this matters:

VSM without Nanite = Very slow (20ms+ per frame)
VSM with Nanite = Very fast (2-5ms per frame)

Performance impact:

  • With Nanite: โญโญโญโญ GOOD
  • Without Nanite: โŒโŒโŒ TERRIBLE

Visual impact: โญโญโญโญโญ AMAZING

When to enable:

  • โœ… Using Nanite (most meshes are Nanite)
  • โœ… High-end PC/console
  • โœ… Next-gen graphics
  • โœ… UE 5.1+

When to disable:

  • โŒ Not using Nanite
  • โŒ Low-end hardware
  • โŒ Mobile
  • โŒ UE 5.0 (not available)

How to check if you should use VSM:

  1. Look at your meshes
  2. Are most of them Nanite-enabled?
  3. If YES โ†’ Enable VSM
  4. If NO โ†’ Disable VSM

VSM Clipmap Resolution

Default: 4096

What it does: Quality of VSM shadows.

Values:

  • 2048: Lower quality, better performance
  • 4096: Balanced (recommended)
  • 8192: Higher quality, worse performance

Recommendation: Keep at 4096 unless you have specific needs


โœจ SECTION 11: Lumen (Real-Time Global Illumination)

What is Lumen?

Lumen = Unreal Engine 5's real-time lighting system

Old lighting:

- Pre-baked (calculated once, never changes)
- Moving lights don't work well
- Time of day changes require rebaking

Lumen:

- Real-time (calculates every frame)
- Moving lights work perfectly
- Time of day changes work automatically
- Looks amazing!

Visual example:

You move a light:
Old system: Lighting doesn't update
Lumen: Lighting updates in real-time!

Enable Lumen Optimization

What it does: Optimizes Lumen settings for better performance.

Performance impact: โญโญโญ MODERATE Visual impact: โญโญโญโญโญ AMAZING

When to enable:

  • โœ… Using Lumen
  • โœ… UE 5.0+
  • โœ… Dynamic lighting
  • โœ… High-end hardware

When to disable:

  • โŒ Not using Lumen
  • โŒ Low-end hardware
  • โŒ Mobile
  • โŒ Using baked lighting

Lumen Scene View Distance

Default: 20000 units (200 meters)

What it does: How far Lumen calculates lighting.

How it works:

Small value (10000): Lumen only calculates nearby lighting
Large value (50000): Lumen calculates far away lighting

Performance impact:

10000: Fast, but far objects don't get GI
20000: Balanced (recommended)
50000: Slow, but everything gets GI

Recommendation:

  • Small levels: 10000-15000
  • Medium levels: 20000 (default)
  • Large open world: 30000-50000

Lumen Scene Detail

Default: 1.0

What it does: Level of detail in Lumen calculations.

Values:

  • 0.5: Lower detail, better performance
  • 1.0: Normal detail (recommended)
  • 2.0: Higher detail, worse performance

Visual difference:

0.5: Lighting is slightly less accurate
1.0: Balanced
2.0: Very accurate lighting

Recommendation: Keep at 1.0 unless you need extreme quality


Lumen Final Gather Quality

Default: 1.0

What it does: Quality of final lighting calculation.

Values:

  • 0.5: Faster, slightly noisier
  • 1.0: Balanced (recommended)
  • 2.0: Slower, cleaner

Recommendation: Keep at 1.0 for gameplay, use 2.0 for cinematics


๐ŸŽจ SECTION 12: Material Quality

Enable Material Quality Optimization

What it does: Optimizes texture streaming.

Texture Streaming Pool Size

Default: 3000 MB

What is texture streaming?

Imagine you have 10GB of textures in your game. Your GPU only has 8GB VRAM. What happens?

Without streaming:

Game tries to load all 10GB
GPU runs out of memory
Game crashes or looks terrible

With streaming:

Game loads only what you can see (3GB)
As you move, old textures unload, new textures load
GPU never runs out of memory
Game runs smoothly!

Pool size = How much texture memory to use

How to choose:

Low-end PC (4GB VRAM): 1000-1500 MB
Mid-range PC (6-8GB VRAM): 2000-3000 MB
High-end PC (10GB+ VRAM): 3000-4000 MB

Performance impact: โญโญโญโญ HIGH Visual impact: โš ๏ธ LOW (if set correctly)

Signs pool is too small:

- Textures look blurry
- Textures "pop" in (suddenly become sharp)
- Texture streaming warnings in log

Signs pool is too large:

- Game uses too much VRAM
- Other applications slow down
- System becomes unstable

Recommendation:

  1. Start with 3000 MB
  2. Play your game
  3. If textures look blurry โ†’ Increase to 4000 MB
  4. If game uses too much memory โ†’ Decrease to 2000 MB

๐Ÿš€ SECTION 13: WPO Disable Distance (HUGE Performance Boost!)

What is WPO?

WPO = World Position Offset

What it does: Moves vertices in the material (shader).

Examples:

  • Grass/trees swaying in wind
  • Flags waving
  • Water rippling
  • Cloth simulation

The problem:

WPO is calculated for EVERY vertex
Far away tree with 10,000 vertices = 10,000 calculations
You can't even see the tree moving from far away!
Result: Wasting performance

Enable WPO Disable Distance

What it does: Turns off WPO for far away objects.

Performance impact: โญโญโญโญโญ MASSIVE (10x boost!) Visual impact: โš ๏ธ NONE (you can't see far objects moving anyway)

Real-world results:

Before: Shadow rendering 20ms per frame
After: Shadow rendering 2ms per frame
Improvement: 10x faster!

Community quote:

"Specifying WPO Disable Distance gives HUGE performance difference for Nanite and VSM."

When to enable:

  • โœ… ALWAYS (if using WPO)
  • โœ… Foliage with wind
  • โœ… Animated materials
  • โœ… Nanite + VSM

When to disable:

  • โŒ Not using WPO
  • โŒ Cinematic close-ups (want to see animation)

WPO Disable Distance

Default: 5000 units (50 meters)

What it does: Distance where WPO turns off.

Preset values:

  • Performance: 3000 (aggressive)
  • Quality: 5000 (balanced)
  • Cinematic: 10000 (conservative)

How to choose:

Smaller value = Better performance, animation stops sooner
Larger value = Worse performance, animation visible longer

Recommendation: 5000 for most games

๐ŸŽฏ PRESET GUIDE

What are Presets?

Presets are pre-configured settings for different scenarios. Think of them as "profiles."


Performance Preset

Target: Maximum FPS, low-end hardware

Best for:

  • Mobile games
  • Low-end PC
  • Battle royale (many objects)
  • Competitive multiplayer

Settings:

  • Aggressive culling (objects disappear sooner)
  • Low lightmap resolution
  • Aggressive LOD (lower quality at distance)
  • ISM/HISM enabled
  • WPO disable at 3000 units

Expected results:

Before: 30-40 FPS
After: 60-80 FPS
Improvement: 2x FPS!

Visual quality: Good (optimized but still looks nice)


Quality Preset (RECOMMENDED)

Target: Balanced performance and quality

Best for:

  • Most PC games
  • Console games
  • General use
  • First playthrough

Settings:

  • Balanced culling
  • Medium lightmap resolution
  • Balanced LOD
  • ISM/HISM optional
  • WPO disable at 5000 units

Expected results:

Before: 40-50 FPS
After: 60-90 FPS
Improvement: 1.5-2x FPS

Visual quality: Excellent (hard to tell from unoptimized)

Recommendation: Start here! Works great for 90% of projects.


Cinematic Preset

Target: Maximum quality, screenshots, trailers

Best for:

  • Taking screenshots
  • Recording trailers
  • Cinematic sequences
  • Architectural visualization
  • High-end PC showcase

Settings:

  • Conservative culling (objects stay visible longer)
  • High lightmap resolution
  • Conservative LOD (high quality at distance)
  • ISM/HISM disabled
  • WPO disable at 10000 units

Expected results:

FPS: May be lower than Quality preset
Visual quality: Maximum

When to use:

  • Taking screenshots
  • Recording video
  • Showing off graphics
  • Final polish

When NOT to use:

  • Normal gameplay (too slow)
  • Low-end hardware (will struggle)

๐Ÿ“Š QUICK REFERENCE TABLE

Setting Performance Impact Visual Impact Recommended
Culling Distance โญโญโญโญโญ โš ๏ธ โœ… Always ON
Draw Call Opt โญโญโญโญโญ โš ๏ธโš ๏ธ โœ… Performance mode
Lightmap Opt โญโญโญโญ โš ๏ธ โœ… Always ON
Distance Field โš ๏ธโš ๏ธ โญโญโญโญ โš ๏ธ If using DFAO
Contact Shadow โญโญโญ โš ๏ธ โœ… Always ON
CPU Access OFF โญโญโญโญ โš ๏ธ โœ… Usually ON
ISM/HISM โญโญโญโญโญ โš ๏ธ โš ๏ธ If many duplicates
VSM โญโญโญโญ โญโญโญโญโญ โš ๏ธ If using Nanite
Lumen โญโญโญ โญโญโญโญโญ โœ… UE5 projects
WPO Disable โญโญโญโญโญ โš ๏ธ โœ… If using WPO

๐ŸŽ“ BEGINNER'S WORKFLOW

Step 1: First Time Setup

  1. Install OneClickOptimizer plugin
  2. Restart Unreal Engine
  3. Open your project
  4. Look for "OneClick Optimization" button in toolbar
  5. Click "Quality" button
  6. Wait 10-30 seconds
  7. Done! Your project is optimized!

Step 2: Check Results

  1. Press ` (tilde key) to open console
  2. Type: stat fps
  3. Look at FPS number
  4. Compare before/after

Expected improvement:

  • Small project: 20-50% FPS boost
  • Medium project: 50-100% FPS boost
  • Large project: 100-200% FPS boost

Step 3: Adjust if Needed

If FPS is still low:

  1. Click "Performance" button instead
  2. Open Settings widget
  3. Enable "Draw Call Optimization"
  4. Enable "ISM/HISM" (if you have many duplicate objects)

If quality looks worse:

  1. Click "Quality" button
  2. Open Settings widget
  3. Increase lightmap resolutions
  4. Increase cull distances

Step 4: Fine-Tuning

  1. Open Settings widget (click dropdown โ†’ Settings)
  2. Read this guide
  3. Adjust settings based on your needs
  4. Test and iterate

โ“ COMMON QUESTIONS

Q: Will this break my project? A: No! The plugin has a "Restore" button that undoes everything.

Q: Can I undo optimization? A: Yes! Click the "Restore" button or press Ctrl+Z.

Q: Which preset should I use? A: Start with "Quality" - it works great for most projects.

Q: My FPS didn't improve much, why? A: Your bottleneck might be elsewhere (CPU, GPU, code). Try "Performance" preset.

Q: Some objects disappeared, help! A: They're just hidden by culling. Increase cull distances in Settings.

Q: Can I use this with Nanite? A: Yes! The plugin works great with Nanite and even enables VSM automatically.

Q: Does this work on mobile? A: Yes, but disable Nanite, VSM, and Lumen features (not supported on mobile).

Q: How often should I optimize? A: After adding new objects or making major changes to your level.

Q: Can I optimize specific objects only? A: Yes! Add "NoOptimize" tag to objects you want to skip.


๐Ÿ†˜ TROUBLESHOOTING

Problem: FPS didn't improve

  • Solution: Try "Performance" preset
  • Check if bottleneck is CPU (not GPU)
  • Enable ISM/HISM if you have many duplicates

Problem: Objects disappearing too soon

  • Solution: Increase cull distances in Settings
  • Or add "NoDrawCallOptimization" tag to important objects

Problem: Textures look blurry

  • Solution: Increase "Texture Streaming Pool Size"
  • Check your GPU VRAM usage

Problem: Shadows look bad

  • Solution: Disable "Contact Shadow Optimization"
  • Or use Cinematic preset

Problem: Plugin not showing in toolbar

  • Solution: Restart Unreal Engine
  • Check if plugin is enabled in Edit โ†’ Plugins

๐Ÿ“ž SUPPORT

Need help? Here's what to do:

  1. Read this guide - Most questions are answered here
  2. Check FAQ section - Common issues covered
  3. Try different presets - Quality โ†’ Performance โ†’ Cinematic
  4. Use Restore button - If something goes wrong
  5. Contact support - If still stuck

๐ŸŽ‰ CONCLUSION

Congratulations! You now understand every setting in OneClickOptimizer.

Remember:

  • Start with "Quality" preset
  • Adjust settings based on your needs
  • Test and iterate
  • Use "Restore" if something goes wrong

Most important:

  • You don't need to understand everything
  • The defaults work great
  • Just click "Quality" and enjoy better performance!

Version: 2.4 Last Updated: February 2026 Plugin: OneClickOptimizer Support: Available on Fab Marketplace

Thank you for using OneClickOptimizer! ๐Ÿš€

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