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Blueprint Functions Guide
These functions are available in Editor Utility Widgets and Editor Utility Blueprints only.
CRITICAL: These functions ONLY work in the Editor. They will NOT work in:
- β Regular Blueprints (Actor, Character, GameMode, etc.)
- β Packaged builds
- β Runtime gameplay
Use Case: Editor automation and batch processing in Editor Utility Widgets.
What it does: Optimizes multiple mesh components in one call. The simplest and most useful function.
Parameters:
-
Components- Array of Static Mesh Components to optimize -
Preset- Performance, Quality, or Cinematic
Returns:
- Number of successfully optimized components
How to use:
Editor Utility Widget:
ββ Get All Actors of Class (Static Mesh Actor)
ββ For Each Actor
β ββ Get Components by Class (Static Mesh Component)
β ββ Add to Array
ββ Optimize Components (Simple)
ββ Components: Array
ββ Preset: Quality
What it does:
- Optimizes mesh assets (Nanite, LOD)
- Optimizes component settings (culling, lightmap)
- One function, full optimization
What it does: Optimizes a mesh asset (Nanite, LOD, collision).
Parameters:
-
Mesh- Static Mesh asset -
Preset Data- Optimization settings
How to use:
Get Static Mesh β Optimize Static Mesh Asset
What it does: Checks if a mesh is compatible with Nanite.
Parameters:
-
Mesh- Static Mesh asset
Returns:
-
Is Compatible- True/False -
Failure Reason- Why it's not compatible
How to use:
Get Static Mesh β Is Nanite Compatible β Branch
ββ True: Nanite compatible
ββ False: Print Failure Reason
What it does: Enables and configures Nanite for a mesh.
Parameters:
-
Mesh- Static Mesh asset -
Settings- Nanite settings
What it does: Automatically generates LOD0-LOD3 for a mesh.
Parameters:
-
Mesh- Static Mesh asset -
Settings- LOD settings
What it does: Configures Distance Field generation (for DFAO).
Parameters:
-
Mesh- Static Mesh asset -
Generate Distance Field- True/False -
Resolution Scale- Quality (0.5-2.0)
What it does: Disables CPU access to save 50% memory.
Parameters:
-
Mesh- Static Mesh asset -
Disable CPU Access- True/False
What it does: Optimizes component settings (culling, lightmap, shadows).
Parameters:
-
Component- Static Mesh Component -
Preset Data- Optimization settings -
Enable Culling Distance- True/False
What it does: Sets the distance where the component becomes invisible.
Parameters:
-
Component- Static Mesh Component -
Settings- Culling settings
What it does: Automatically adjusts the component's lightmap resolution.
Parameters:
-
Component- Static Mesh Component
What it does: Sets the distance where World Position Offset is disabled (10x performance boost).
Parameters:
-
Component- Static Mesh Component -
Disable Distance- Distance (units)
Note: Requires UE 5.1+
What it does: Returns the component's size.
Parameters:
-
Component- Static Mesh Component
Returns:
- Size (float, in centimeters)
What it does: Optimizes contact shadow settings.
Parameters:
-
Component- Static Mesh Component -
Disable for Small Objects- True/False
What it does: Optimizes component bounds.
Parameters:
-
Component- Static Mesh Component -
Bounds Scale- Scale value
What it does: Optimizes LOD transitions.
Parameters:
-
Component- Static Mesh Component -
Forced LOD Level- -1 (auto) or 0-3 -
Distance Threshold- Distance
What it does: Automatically converts identical meshes to ISM/HISM (10x performance boost).
Parameters:
-
World- Current world
Returns:
- Number of instances created
How to use:
Get World β Apply Automatic Instancing
What it does: Enables and configures Virtual Shadow Maps.
Parameters:
-
World- Current world -
Enable- True/False -
Clipmap Resolution- 2048/4096/8192
What it does: Optimizes Lumen settings.
Parameters:
-
World- Current world -
Scene View Distance- Distance -
Scene Detail- Detail (0.5-2.0) -
Final Gather Quality- Quality (0.5-2.0)
What it does: Adjusts texture streaming pool size.
Parameters:
-
World- Current world -
Texture Pool Size MB- Size in MB
Editor Utility Widget:
Event Construct
ββ Get All Actors of Class (Static Mesh Actor)
ββ Create Array (Components)
ββ For Each Actor
β ββ Get Components by Class (Static Mesh Component)
β ββ Append to Array (Components)
ββ Optimize Components (Simple)
ββ Components: Array
ββ Preset: Quality
ββ Print String: "Optimized {return value} components"
Editor Utility Widget:
Event Construct
ββ Get Selected Actors
ββ Create Array (Components)
ββ For Each Actor
β ββ Get Components by Class (Static Mesh Component)
β ββ Append to Array (Components)
ββ Optimize Components (Simple)
ββ Components: Array
ββ Preset: Performance
Editor Utility Widget:
Event Construct
ββ Get All Actors of Class (Static Mesh Actor)
ββ Create Array (Components)
ββ For Each Actor
β ββ Get Components by Class (Static Mesh Component)
β ββ For Each Component
β β ββ Get Component Bounds Size
β β ββ Branch (Size > 500)
β β ββ True: Add to Array
ββ Optimize Components (Simple)
ββ Components: Array
These functions ONLY work in:
- β Editor Utility Widget
- β Editor Utility Blueprint
- β Editor scripting
These functions will NOT work in:
- β Regular Actor Blueprints
- β Character Blueprints
- β GameMode Blueprints
- β Any runtime Blueprint
- β Packaged builds
Why? The plugin is editor-only and uses editor-only APIs (Nanite, LOD generation, etc.) that don't exist in packaged builds.
- Right-click in Content Browser
- Editor Utilities β Editor Utility Widget
- Open the widget
- Add Blueprint nodes
- Run: Tools β Run Editor Utility Widget
-
Optimize Components (Simple)is the fastest and easiest - Other functions provide more detailed control
- Batch optimization (all components at once) is faster
- Batch Optimize: Collect all components in an array, optimize once
- Quality Preset: Quality preset is sufficient for most cases
- Backup: Save your level before optimization (Ctrl+S)
- Test: Check FPS after optimization (stat fps)
| Preset | FPS | Quality | Use Case |
|---|---|---|---|
| Performance | βββββ | βββ | Low-end PC, maximum FPS |
| Quality | ββββ | ββββ | Most projects (recommended) |
| Cinematic | βββ | βββββ | Screenshots, trailers |
Q: Functions don't appear in Blueprint A: Check if plugin is enabled (Edit β Plugins β OneClickOptimizer)
Q: Functions don't work in regular Blueprints A: Correct. Use Editor Utility Widgets only.
Q: Doesn't work in packaged build A: Correct. These are editor-only functions. Optimization results remain active in packaged builds.
Q: Which function should I use?
A: Optimize Components (Simple) - simplest and most useful
Q: How do I create an Editor Utility Widget? A: Right-click in Content Browser β Editor Utilities β Editor Utility Widget
Primary: Use toolbar buttons (Performance/Quality/Cinematic) for one-click optimization
Secondary: Use Editor Utility Widgets for:
- Batch processing
- Custom automation
- Selective optimization
- Advanced workflows
Not for: Runtime gameplay or packaged builds
Version: 2.4.8 Date: February 13, 2026 Status: β COMPLETE