---
title: Performance
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/guides/performance.html
---

# 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 |

Performance

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.
