PerfCheck Changelog¶
All notable changes to PerfCheck are recorded here.
1.0.0 - Initial release¶
Added¶
- Editor-only static performance risk scanner for Unreal projects.
- Dashboard with an overall Performance Risk Score and per-category scores.
- Texture checks for maximum size, 8K texture budget, and non power-of-two dimensions.
- Mesh and LOD checks for missing LODs and dense meshes without Nanite.
- Material checks for material-slot count and unique materials in a map.
- Nanite suggestions for dense static meshes.
- Lighting checks for shadow-casting and movable-light counts.
- Collision checks for complex collision used as simple and missing simple collision.
- Map and actor checks for high actor and Blueprint actor counts.
- Five built-in presets: Beginner Safe, PC / Console, Mobile / Low Spec, Marketplace Seller, and Cinematic / Archviz.
- Editable custom presets with duplicated configurations, thresholds, import, and export.
- Advanced mode for rule severity and score-weight editing.
- Findings page with severity, category, text, and ignore filters.
- Finding details with measured value, threshold, explanation, and suggested fix.
- Focus, open, and copy-path actions for affected content.
- Ignore and unignore workflow with configurable score behavior.
- Local completed-scan history with a configurable snapshot limit.
- Before/after comparison for score, category, severity, new, resolved, changed, and persisting findings.
- Markdown, CSV, HTML, and PDF exports for latest scans and comparisons.
- Project-local data storage with no networking and no telemetry.
- Unreal Engine 5.5, 5.6, 5.7, and 5.8 support.
Known limitations¶
- PerfCheck is a static scanner and does not measure FPS or frame time.
- No automatic fixes; PerfCheck never modifies, optimizes, or deletes assets.
- Closed World Partition maps have partial coverage and may be skipped.
- Sublevel coverage is partial.
- PDF export uses standard font encoding and may replace unsupported characters with a safe placeholder.
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