Performance
Where the framework's cost is, and which knobs actually matter.
Highlight styles, cheapest first
| Style | Cost | Use when |
|---|---|---|
BPC_Highlight_Material | Lowest — one material parameter write | Your object's material is under your control |
BPC_Highlight_MeshCopy | Medium — duplicate geometry, extra draw calls | You cannot modify the object's material |
BPC_Highlight_PostProcess | Highest — full-screen pass, needs custom depth | You want a true outline and can afford the pass |
On mobile and standalone headsets prefer the material style. The post-process style also requires Custom Depth-Stencil, which has its own cost.
Replication
BPC_Replication samples at Tick Interval During Movement while moving and Tick Interval
Without Movement at rest. The defaults (0.06 s and 0.5 s) are tuned for hand-held props. Raise
Tolerance for objects that jitter; raise the resting interval for objects that rarely move.
Ticking abilities
Abilities that trace — select, gaze — tick while active. The blocker system is the performance tool
here: suppress abilities that cannot currently do anything rather than letting them trace every
frame. BPC_PawnAbility_Gaze also raises its own tick interval when nothing is hovered.
Spatial UI
BPC_PawnAbility_PawnUI pools its elements rather than spawning and destroying them, and ticks at
0.5 s by default because body-locked UI does not need per-frame updates. Keep that interval unless
you have a reason.
Widgets
BPC_Widget supports automatic content fade by distance. Turning it on lets distant world-space UI
stop drawing entirely.