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ue5-performance-packaging

UE5.6/UE5.7 performance and packaging readiness workflow.

Skill by IvanYangYangXi

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About

UE5.6/UE5.7 performance and packaging readiness workflow. Use when requests involve PIE performance checks, runtime stat review, pre-package validation, build configuration sanity, and release readiness checklists.

Use cases: productivity

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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  • codeload.github.com · found in install command

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  • ~/.claude/skills/ue5-performance-packaging

What's inside

Skill name
ue5-performance-packaging
Description
UE5.6/UE5.7 performance and packaging readiness workflow. Use when requests involve PIE performance checks, runtime stat review, pre-package validation, build configuration sanity, and release readiness checklists.
License
MIT
Instructions
107 lines in SKILL.md · view on GitHub

Files (4)

  • SKILL.md
  • SOURCE.md
  • prepackage-checklist.md · references/
  • project-adapter.md · references/

SKILL.md (first lines)

# Quick Start
- Confirm target platform and build configuration.
- Collect current performance symptoms and packaging goal.
- Output a pre-package checklist plus measurement plan.

# UE5.7 API Anchors
- Runtime quality and frame-budget anchors:
  - `UGameUserSettings::SetOverallScalabilityLevel(...)`
  - `UGameUserSettings::SetFrameRateLimit(...)`
  - `UGameUserSettings::ApplySettings(...)`
- Packaging settings anchors:
  - `UProjectPackagingSettings`
  - `BuildConfiguration`, `MapsToCook`, `DirectoriesToAlwaysCook`
  - `UsePakFile`, `bUseIoStore`, `bGenerateChunks`
- Asset dependency validation anchors:
  - `FAssetRegistryModule`, `IAssetRegistry`
  - `GetAssetsByPath(...)`
  - `GetDependencies(...)`, `GetReferencers(...)`
- Profiling instrumentation anchors:
  - `TRACE_CPUPROFILER_EVENT_SCOPE(...)`
  - `DECLARE_CYCLE_STAT(...)`
- Practical runtime stat commands:
  - `stat unit`, `stat gpu`, `stat scenerendering`, `memreport -full`

# Performance and Packaging Contract
- Every performance/packaging task must define:
  - target platform + build config + test map
  - reproducible capture scenario (camera path, duration, net mode)
  - baseline metrics and acceptance thresholds
  - packaging configuration set and dependency scan scope
  - go/no-go output with explicit blockers
- If any item is missing, readiness evaluation is incomplete.

# Workflow
## 1) Reproducible Baseline Capture
- Freeze test map, camera path, scalability, and net mode.
- Capture `stat unit` and `stat gpu` under same scenario repeatedly.
- Use median or percentile metrics, not single-frame spikes.

## 2) Hotspot Isolation
- Identify top-cost gameplay/render systems in the capture window.
- Correlate high-cost actors/assets with scene context.
- Add scoped CPU markers for custom systems when attribution is unclear.

## 3) Asset and Dependency Validation
- Scan target paths for missing or broken asset references.
- Query dependencies and referencers for problematic assets.
- Validate required map/game mode assets are included in package scope.

## 4) Packaging Configuration Validation
- Check `UProjectPackagingSettings` fields for target release policy.
- Validate maps-to-cook, always-cook directories, and build configuration.
- Validate Pak/IoStore/chunk strategy against distribution requirements.

## 5) Package Readiness Trial
- Run pre-package checklist and dry-run style verification.
- Isolate first blocking packaging error and dependency chain.
- Record unresolved blockers with owner and risk.

## 6) Go/No-Go Decision
- Approve only when metrics and packaging checks meet thresholds.
- Report remaining risks and recommended mitigation actions.
- Lock scenario and settings used for sign-off evidence.

# Constraints
- Do not claim optimization wins without measurable before/after data.
- Keep profiling scenario reproducible (map, camera path, net mode).
- Distinguish editor overhead from packaged runtime behavior.
- Avoid changing quality scalability settings without reporting it.
- Keep packaging checks deterministic; avoid ad-hoc config toggles during sign-off.
- Always report metric units (ms, fps, memory) and capture duration.

# Failure Handling
- Symptom: performance data is noisy across runs.
  - Locate: non-deterministic scenario setup and background variance.
  - Fix: lock scenario, warm up run, and compare median/percentile values.
- Symptom: optimization claims do not reproduce.
  - Locate: mismatched quality settings, map, or runtime mode.
  - Fix: publish exact capture config and rerun before/after under same conditions.
- Symptom: package build fails with long error cascade.
  - Locate: first blocking error and its direct dependency chain.
  - Fix: resolve earliest blocker first; rerun to reveal next blockers.
- Symptom: packaged build launches with missing assets.
  - Locate: cook list coverage and dependency graph gaps.
  - Fix: include missing maps/directories and resolve broken references.
- Symptom: packaged build perf is worse than PIE baseline.
  - Locate: packaged-only config differences and runtime content path.
  - Fix: compare packaged config to baseline and align scalability/device settings.
- Symptom: memory usage regresses near content-heavy scenes.
  - Locate: high-memory assets and streaming policy behavior.
  - Fix: reduce resident asset pressure and adjust streaming/cook strategy.

# Packaging Ops
- Prefer explicit map/cook lists over implicit discovery for release builds.
- Use AssetRegistry queries to validate dependencies before packaging.
- Keep one source of truth for release packaging settings per target profile.
- Re-run readiness checks after any packaging setting change.

# UE5.6 / UE5.7 Compatibility Notes
- `UGameUserSettings`, `UProjectPackagingSettings`, and AssetRegistry APIs above are stable in UE5.6/UE5.7.
- `ProjectPackagingSettings.h` lives under `Developer/DeveloperToolSettings` in both versions.

# Escalation
- Escalate when performance bottleneck requires engine-level profiling or renderer changes.
- Escalate when packaging issues stem from third-party plugin build failures.

From IvanYangYangXi/artclaw_bridge, MIT.

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Stars
36
Forks
7
Open issues
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Last commit (this folder)
Apr 3, 2026 (6 months ago)
Last release
Apr 15, 2026 (6 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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ue5-performance-packaging skill. Agent Mart. https://agentmart.dev/skills/ivanyangyangxi-ue5-performance-packaging (last updated 2026-10-24)